Exercises. Food. Diets. Workout. Sport

Subject outdoor games for younger students

Outdoor games “In places!”, “To your flags”, “who will reach the flag first?” , "Group, at attention!". Development of orientation in space.

"In places!". Children are built in two columns opposite each other. Exercise: remember your places. At the signal “Disperse!”, the children run, jump around the hall. At the command “Go to your places!”, the children must take their places in the column. Team wins, all members of which will quickly take their places.

To your flags! The players are divided into groups of eight to ten people and stand in a circle in different places on the site (hall). In the center of each circle is a driver with a flag in his raised hand (the flags have a different color). At the first signal, everyone, except those holding the flags, scatter around the site, at the second signal they squat and close their eyes, turning away from the drivers. Children with flags change places on the playground. At the command of the teacher, “Everyone to their flags!” the players open their eyes, look for their flag, run and line up around it. group wins, which formed a circle faster than others. A defeat is counted if the team players peeped when the drivers changed places. You can invite those playing to music or singing to move in a column behind the teacher, repeating various movements, and after the signal, try to quickly take a place near your flag.

Who will reach the flag first? Features of the game and its educational value. The purpose of this game the same as the previous ones - the education of endurance and the ability to manage oneself, brings up the strong-willed qualities of his personality. The game is in the nature of a competition in walking speed. Its participants learn to evaluate the actions of their peers. By controlling others, the child becomes more aware of the rules of the game and thus learns to self-control. Description of the game and methods of conducting it. The teacher asks the children which of them can walk very fast. Well, of course everything! “Now we will check,” the teacher says, “whether this is really so. I know one interesting nrpyv It's called "Who gets to the flag first?" First you need to prepare everything you need. An adult draws a line on the ground - from here the game begins. Opposite the line, at a distance of 25-30 steps, a long table is placed, on which a flag is placed. The teacher calls first two children. He offers to stand “at the start” and, on a signal (clap or sound of a tambourine), reach the flag. At the same time, the adult emphasizes that you need to go to the flag, but running is not allowed. Whoever runs will be considered the loser. He invites the rest of the guys to see which of their peers will raise the flag first. a signal is given, two children race to the flag, and the rest observe, evaluate the actions of their peers.

Rules of the game .one. You can move to the flags only in steps. Running is prohibited. 2. The one who completed the first rule and reached the flag the fastest is the winner. 3, If two children come to the flags at the same time, both are considered winners and receive awards. Tips Before suggesting this game, try running a similar running competition. In the future, explaining to the children the rules of the new game, you will be able to remind them that they have already participated in the competition and know how it goes. During the game, you should explain to the children that fast walking will work if the steps are taken large and even. Show them visually how to achieve it. Focusing on walking will help children fulfill the basic rule of the game - do not go running.

Cass, take it easy! The guys stand in one line. The leader, standing facing the players, gives commands. Children should perform them only if the word "Group" is spoken before the command. If there was no word "group", then it is not necessary to respond to commands. The one who made the mistake takes a step forward and continues the game. By the end of the game, the most inattentive players move farther than others from the starting position. The winners are those guys who were the most attentive and, thanks to this, remained in their original position.

2. Outdoor games with running

Outdoor games "Two frosts", "Calling numbers", "Feet from the floor"

"Feet off the floor" Children are built in a circle. In the center of the circle stands a trap, appointed by the teacher. At the signal "Run!" the children run around the room. The trap runs after the players, trying to tarnish someone. It is impossible to stain someone who, while running away, stands on a gymnastic bench or, raising his legs, sits on the floor, i.e. those who have their feet off the floor. The one whom the trap touches with his hand becomes the trap. He should stop, raise his hand and say: “I'm a trap! » The new trap is not allowed to immediately touch the old one with his hand. If the trap cannot stain anyone for a long time, then the teacher says: “One, two, three - run around the circle!” Children are built in a circle, a new trap is assigned here and the game resumes.

"Calling Numbers"

« Two frosts" On opposite sides of the site, at a distance of 10-20 meters, the lines "home" and "school" are marked. Two "frosts" are selected. The rest of the guys are located behind the "home" line, in the middle there are two "frosts". "Frosts" appeal to the guys: "We are two young brothers, two frosts are daring." One says: "I am frost - red nose", the other says - "I am frost - blue nose". Together they say: "Who will decide to go on the road, too?" All the guys answer: "We are not afraid of threats, and we are not afraid of frost!" After these words, the guys run from "home" to "school". "Frosts" catch them and "freeze". The rest stop and stand motionless. "Frost" refers to the guys with the same words, and they, running back to the "house", touching the children, "thaw" them. "Frosts" are trying to "freeze" the remaining participants. After two dashes, a new pair of "frosts" are assigned from those not caught, and those who are caught are released. Repeated 3-4 times. The pair that catches the most guys wins.

    Running games

Outdoor games "Race of animals", "Karasi and pike", "Third extra",

"Owl"

Development of speed and agility.

"Carp and pike" Training. On one side of the site are "carp", in the middle of the "pike". Game content. On a signal, "carp" run across to the other side. "Pike" catches them. Caught "carp" (four or five) join hands and, standing across the site, form a network. Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are eight or nine "carp" caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp". When there are more "crucians" caught than not caught, the players form tops - a corridor of caught crucians, through which the uncaught ones run. "Pike", located at the exit from the top, catches them. The winner is the one who remains last. He is entrusted with the role of the new "pike". Rules of the game: 1. The game starts at the signal of the leader. 2. All "carp" are obliged to pass the net, basket and tops when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a "pike" if they manage to throw their clasped hands behind the back of the "pike" and drive it into the basket or slam the tops. In this case, all "carp" are released, and a new "pike" is selected.

owl Training. From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly placed. "Owl" in the nest. Game content. At the signal of the leader: "The day is coming, everything comes to life!" - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players. Then the "owl" returns to its nest again and the children again begin to frolic freely on the playground. Players who have not been caught even once win. You can also note the best driver - who caught more players. Rules of the game: 1. "Owl" is forbidden to watch the same player for a long time, and the caught one is not allowed to escape. 2. After two or three outings of the "owl" to hunt, it is replaced by new drivers from among those that she has never caught.

Animal Race Training. The players are divided into 2 equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of animals. Suppose the first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares", etc. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column at a distance of about 10-20 m is placed on a mace or on a rack. A finish line is drawn at a distance of 2 m from the start. Game content. The leader loudly calls any beast. Players who have taken the name of this beast run forward, run around the object standing in front of them and return back. The one who returns to his team first wins a point for her. The leader calls the animals randomly, at his discretion. Some he can call twice. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are counted. The team that earns the most points wins. Rules of the game: 1. If both players come running at the same time, no points are awarded to either team. 2. If the player does not reach the final point, his partner from the other team earns a point.

    Jumping games.

Outdoor games "Jumpers - sparrows", "Wolf in the ditch", "Fox and hares"

Development of speed-strength qualities.

Hares and fox

Children follow the text.

On the forest lawn

Bunnies ran away.

Here are some bunnies

Runaway bunnies.

(Children-bunnies easily run around the hall.)

The bunnies sat in a circle

They dig a spine with a paw.

Here are some bunnies

Runaway bunnies.

("Bunnies" sit down and perform imitative movements in the text.)

Here is a fox running

Red sister.

Looking for where the bunnies are

Runaway bunnies.

(The fox runs between the children, catches up with the end of the song)

"Jumping Sparrows" First, a circle is drawn on the asphalt with chalk. In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows". They jump into the circle and jump inside it. Then they also jump out of it. The "crow" tries to catch the "sparrow" when it jumps inside the circle. If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

"Wolf in the ditch. » Preparation: Two lines are drawn in the middle of the site at a distance of 50-70 cm from one another. These lines form a moat in which the wolf (leader) lives. The rest of the participants in the game are goats. They are located on one side of the site. The game: At the signal of the leader, the goat runs to the other side of the site, jumping over the moat along the way. Wolves, without running out of the moat, catch (stain) those who run across. Caught goats are counted and released. After three or four runs, a new wolf is chosen (or two wolves, if the width of the hall allows it). Goats that have never been caught by wolves win, and wolves that have managed to catch more goats. It is not allowed to linger in front of the ditch for more than 5 seconds and step foot into the ditch. Goats that violate this rule are considered caught. But they are not considered caught if they are stinged by a wolf that stepped outside the ditch.

    Jumping games.

Outdoor games "Fishing rod", "Jumping along the stripes", "Who will overtake?", "Chain"

The development of jumping ability.

"Strip Jumping" Training. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Through narrow strips, children jump, and from wide strips they repel when jumping. The class is divided into three or four teams that stand in lines. Game content. On a signal, the first numbers of each team start jumping from the beginning of the corridor (with a push with both feet) through narrow strips, making an intermediate jump on each wide strip. Those who performed all the jumps correctly (without stepping on narrow stripes) bring their team a point. The second numbers also jump, etc. If a player steps on a narrow strip, he continues to jump further, but does not bring a point to the team. Jumping speed is not taken into account. The team whose players got the most points wins. Rules of the game: 1. The width of the strips gradually increases (up to 60, 90, 100 cm). 2. Teams are in the same position and follow the same sequence. 3. The one who jumped to the first strip gets one point, to the second - two points, and so on. 4. The one who landed inaccurately on the next strip or did not resist on it, leaves the game and does not receive points.

"Who will overtake?" Training. The players are located along one of the walls of the hall. They divide into fives and hold hands. These are commands. Game content. The task of the teams is, at the signal of the teacher, jumping on one leg, to reach the line drawn in front of them ten steps away. Then the teams turn around and jump in the opposite direction. The team that reaches the border first wins. The game can be made more difficult by giving the task of jumping on one leg, and holding the other, bending, by the ankle joint. Rules of the game: 1. You can not stand on both legs. 2. Players must not disengage their hands. 3. In case of violation of the rules, the team is awarded a defeat.

"The Fisherman and the Fishes" The game: All players stand in a circle, and the leader is in the middle of the circle with a rope in his hands. He spins the rope so that it slides across the floor, making circle after circle under the feet of the players. They carefully follow the movement of the rope and jump up so that it does not hit any of them. The one who touches the rope stands in the middle and begins to rotate the rope, and the former driver takes his place. A player is considered caught if the rope touched him, but above the ankle. Players are not allowed to approach the driver while jumping. There may be a second version of this game, when the one who hits the rope is out of the game. The last 2-3 players who did not hit the ropes win. In the team version, the players standing in a circle are counted on the first or second and, accordingly, form teams. The driver all the time (as in the previous version) is the same. The player who is hooked by the jump rope (raises his hand up) brings his team a penalty point. The score after each mistake is announced loudly. Winner: The team that received less penalty points after 2-4 minutes of play.

"Chain" The game: In each team, between which the competition takes place, 8-10 people. The first numbers, standing behind the starting line, long jump from a place, pushing with two legs. Landing is fixed on the heels. From this place, the second numbers jump, followed by the third, etc. The game ends when the last player in each team makes the jump. Winner: The team whose chain of jumps is the longest.

    Mobile games with throwing elements.

Outdoor games "Hunters and ducks", "Talking with a ball", "Who will throw further?", "Live target", "Accurately on target", "Hit the ball".

The development of accuracy.

"Living Target" The players stand in a circle at arm's length. A circle is drawn in front of their toes. Choose a driver who goes to the middle of the circle. One of the people standing in a circle picks up a volleyball. The players throw the ball and try to hit the driver, who, escaping the ball, runs, jumps, dodges in a circle. The one who hit the driver with the ball without going beyond the line changes place with him. According to the rules of the game, a hit from the ground, as well as to the head of the driver, does not count. One variation of this game is called "Protect a Comrade". The formation of the players is the same, only two drivers go to the middle of the circle. One of them protects the other, standing behind his back, from being hit by the ball. Protects arms, legs and entire body. If he still fails to defend and they hit the driver, then both of them change with the one who hit the driver, and with the one he chooses as his defenders.

"Hunters and Ducks" Two teams are playing. One of them is located in a square with sides of about 7-9 meters. Players of the other team, divided into two equal groups, take places on two opposite sides of the site. One of the players picks up a volleyball. On a signal, players outside the court begin to knock those in the middle out of the game with the ball. If a player touches any part of the body other than the head, or drops the ball from his hands, trying to catch it from the fly, he leaves the square. Throwers may throw the ball across the court to players on their team if they are closer to an opponent running across the court. The game ends when the last player is knocked out of the square. After that, the players change roles and the game is played again. The team that manages to remove all players from the game in less time wins. The following rule may apply in the game: the one who caught the ball not only remains on the field himself, but also returns the retired comrade to the game. If there is no such player, then the team receives a spare point, which will allow the player who will be touched later not to leave the game. With this option, the rules set the time of the game, for example, 5 minutes. Then the result is summed up by the number of players knocked out during this time by one and the other side. A hit on the player from the ground, in the head, is not counted, it is not allowed to step over the line when throwing. Often a large circle is drawn for the game, in the middle of which one team enters, and the other is located on the outside of the circle. The rules of the game remain the same or are simplified, for example, center players are not allowed to catch the ball with their hands. The game continues until all players have left the circle.

"Who will throw further?" Training. A start line is drawn on one side of the site. At 5 m from it, 3-4 lines are drawn parallel to it with an interval of 4 m between them. The players are divided into several groups - teams, and each line up in a column one at a time behind the start line. Each player has a bag of peas. Game content. Playing in turn in their teams, they throw bags of peas as far as possible beyond the drawn lines and stand at the end of their column. The team in which the players managed to throw more bags over the far line wins. Rules of the game: 1. Everyone can throw only one bag. 2. The bags are thrown in turn each time at the signal of the leader. 3. The one who threw the bag immediately goes to the end of his column.

"Absolutely on target" Training. A line is drawn in the middle of the site, along which 10 towns (maces) are placed. The players are divided into two teams and line up one behind the other on one side of the site facing the towns. The participants in the front line receive a small ball each. A start line is drawn in front of the line. Game content. On the established signal of the leader, the players of the first rank throw balls into the towns (maces), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in line behind them. At the command of the leader, the second-rank players (teams) also throw balls at the towns. Again, the downed towns are counted. So they play 2-4 times. The team that manages to knock down more towns in several times wins. Rules of the game: 1. Throwing balls is possible only at the signal of the leader. 2. When throwing, it is impossible to go beyond the starting line. Throwing over the line does not count.

"Hit the ball." Training. For the game you need one volleyball and tennis balls in an amount equal to half of the participants. The players are divided into two teams and line up on opposite sides of the site at a distance of 18-20 m from each other. Lines are drawn in front of the toes of the players, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball. Game content. On a signal from the leader, the players throw the ball at the volleyball, trying to roll it back to the opposite team. Players from the other team collect thrown balls and, on a signal, also throw them at the volleyball, trying to roll it back. So, in turn, teams throw balls a set number of times. The duration of the game is 8-10 minutes. The team that manages to roll the ball over the line of the opposite team wins. Rules of the game: 1. If during the game the volleyball rolls away from the players, it is placed in the court area on the same line. 2. In this case, the shelling of the volleyball starts from two sides at the same time. 3. Each ball driven over the opponent's line brings the team one point.

    Mobile ball games.

Outdoor games "Race of balls", "Ball to the driver", "Ball on the floor"

"The ball to the driver." 2-3 subgroups equal in number of children are built in columns. The distance between the columns is 3-4 steps. A line is drawn in front of the right-flank columns. At a distance of 3 m from it, a second line is drawn parallel to the first. In each subgroup, a leader is chosen, who stands in front of his column behind the second line. On a signal, the drivers throw the balls in front of those standing in their columns. Having caught the ball, the player throws it back, and he himself stands at the end of the column. The column that completes the ball transfer faster wins. Rules of the game: the ball must be thrown with both hands from the chest, without going beyond the line; who dropped the ball picks it up himself; who failed to catch the driver throws the ball again.

"Ball on the Floor" Training. All players form a circle. Two players stand in the middle of the circle. Those standing in a circle go down but one or two knees. They have one volleyball. Drivers turn to face the ball. Game content. At the signal of the leader, the players begin to roll the ball across the floor, trying to hit the feet of the drivers. Drivers run from the ball in a circle, bounce to escape from it. If one of the players manages to hit the ball at the feet of the driver, he takes his place, and the former driver becomes in a circle. Those who have never been drivers win. The first drivers are not considered losers. Rules of the game: 1. The game starts on a signal. 2. The driver, salted on the legs, immediately goes to the place of the one who salted him. 3. Salting can be done no higher than the knees. 4. The first driver is not considered a loser.

Outdoor games "Fifteen with a ball", "Circular lapta", "Pass the ball".

Development of dexterity, accuracy, coordination.

"Pass the ball." Children stand in a circle and pass each other the ball for each word, saying any rhyme. The one on whom the ball stopped at the end of the counting rhyme goes to the middle and says: “One, two, three - run!” The players scatter, and the one in the middle runs after them, throwing the ball at the feet of those who run away. The person hit by the ball is temporarily out of the game. When the driver hits the ball in 2-3 people, everyone again stands in a circle, and the game is repeated.

"Circular bast" The number of players is 6-15 people. Two drivers are outside the boundaries of the conditional site at a distance of 10-12 m, all the rest are in the center of the site. The drivers, throwing the ball to each other, try to tarnish those who are on the court. Those who are hit by the ball are out of the game, but those players who caught the ball can help them out. The winner is the one who is the last to remain on the court. The two who are the first to leave the game become the drivers. The game is repeated 3-4 times, with short breaks for rest.

"Fifteen Balls" All players are randomly located on the lawn or clearing, in the center - the driver with the ball in his hand. On a signal, the game begins: the driver must spot any player with the ball, who then becomes the driver himself. The game con lasts 6-8 minutes, after which it is necessary for the children to give a short break.

"Whoever is called, he catches." Children walk or run around the gym. The instructor holds a large ball in his hands. He calls the name of one of the guys and throws the ball up. The named one must catch the ball and throw it up again, the name of one of the children is named. Throw the ball should not be too high and in the direction of the child, whose name is called.

"Dog". All players stand in a circle at arm's length. One is assigned as the leader. He goes to the middle of the circle. The guys throw the ball in different boards so that the driver cannot touch it. The driver, running in the middle of the circle, seeks to touch the ball in the air, on the floor or in the hands of one of the players. If he manages to touch the ball, then the child who threw the ball last or did not save him from the driver takes his place. The driver takes the place of the "guilty". Rules of the game: the ball can be thrown through the air (no higher than the raised hands). If the ball flies out of the circle, then the players must quickly pick it up and, returning to their places, continue the game.

"A tricky couple". Six parallel lines are drawn on the floor at a distance of 1 m from one another. Children stand in two lines in pairs opposite each other between the third and fourth lines (counting from the right). At the “Start” signal, each pair of players throws the ball to each other three times in a row. If at the same time the ball does not fall, one of the partners goes over the next line (takes 2-3 steps back), and the distance between them increases. If one of the pair drops the ball, the throws must be counted again. After three throws, one or the other player moves back one line until both are at the very last borders. Rules of the game: you must throw the ball without leaving the line; the first to go to the next line is the one who threw the ball. Complication: more lines are added on each side.

    Blindfolded mobile games.

Agility development.

"Zhmurki" The leader appoints the leader - blind man's blind man. He stands in the middle of the team (platform), they blindfold him and offer him to turn around several times. Then all the children scatter on command, and the blind man tries to catch someone. At the sight of any danger, the players must warn the blind man with the word “fire.” If the game takes place in the open air, then they choose an equal area and outline the boundaries beyond which the players have no right to go. Having caught someone, the blind man's blind man transfers his role to the one who is caught. The player who has crossed the agreed line is considered burnt out and is obliged to replace the blind man's blind man.

"Sly Fox" On one side of the site, a line is drawn - “Fox House”. The players sit in a circle at a distance of one step from each other. The teacher invites the players to close their eyes and, going around the circle behind the children, touches one of the players, who becomes the “Sly Fox”. Then the children are invited to open their eyes and look carefully which of them is a cunning fox, will she give herself away in some way? The players ask in chorus 3 times:

"Cunning fox where are you?" In this case, all the players look at each other. When all the players (including the sly fox) ask for the third time: "Sly fox, where are you?", the sly fox quickly goes to the middle of the circle, raises his hand and says: "I'm here." All the players scatter around the site, and the cunning fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”.

    Outdoor games with a skipping rope

Development of jumping ability, coordination, skill of jumping rope.

"Watch" - a fun, moving game with a skipping rope. Develops endurance and attention. This children's outdoor game is well suited for physical education lessons at school for elementary school students. Game description 10-15 people play. Everyone says in chorus: "Tick-tock, tick-tock." Two, pre-selected players, twirl the rope in the same rhythm, the rest line up. The first player jumps over the rope once and stands at the end of the line, the second - two, and so on. If a player fails while jumping or makes a mistake in counting, he changes with one of those who holds the rope. In this case, the counting starts from the beginning. The task of the players- jump as long as possible without falling off. Rules of the game Everyone says in chorus: "Tick-tock, tick-tock"

Choose two players who will twirl the rope in the same rhythm

The rest take turns jumping rope.

The first one jumps once and stands at the end of the line, the second - two, and so on.

A player who has lost his way while jumping or made a mistake in counting - changes with one of the players spinning the rope.

"Most Flexible" - mobile, fun game for a large group of children. The game helps to develop flexibility and coordination of movements. Game description The host pulls a rope (or rope) between two poles or trees at the height of the players' chests. Players must pass under it by arching backwards without hitting the ropes. Each time players pass under the rope, it drops 30 centimeters lower. The participant who touches the rope is out of the game. Rules of the game A rope or rope is stretched between two posts at the chest level of the players. Players must pass under the rope, arching backwards without hitting it. The rope is lowered 30 centimeters each time the participants pass under it. The one who hits the rope is out of the game. The last one left wins.

The game "Cradle" Description The rope is held by two, each holding one of the ends. You can tie one end to a post or tree, and then one person can hold it. The rope is not twisted, but only swayed above the ground at different heights - from 10-20 cm to 50 and above. Participants one by one (or in pairs) scatter and jump over a swinging rope or start jumping in different ways: with closed legs, on one leg, cross-legged, with a turn when jumping, etc. Jump until they make mistakes. The one who makes a mistake replaces one of the rope swingers. Rule. A mistake is considered not only an unsuccessful jump, but also any touching of the rope. However, if this happened due to the fault of those who twisted the rope, then the jumper has the right to retry.

    Movement games for balance.

Development of dexterity, coordination, strengthening the skills of performing balance exercises.

"Cockfighting" Training. A circle with a diameter of 2 m is drawn on the floor. All players are divided into two teams and line up in two lines near the circle (one opposite the other). Game content. The players choose captains who send one of their players to the circle. Each of them stands on one leg, bends the other, and puts his hands behind his back. In this position, the participants in the duel (on a signal) begin to pull each other out of the circle with their shoulders and torso, trying not to stumble. The winner is the player who manages to push the opponent out of the circle or make him stumble, thereby bringing the team a victory point. The team with the most wins wins. Rules of the game: 1. It is forbidden by the rules to remove hands from the back. 2. The match ends in a draw if both players are outside the circle at the same time. 3. The game continues until everyone has been a fighter. 4. Captains also fight among themselves (last).

"Pirates and Sailors" Description. This is a lively game for older children,

in which you have to balance with a paper hat on your head. Materials: For each child, a paper hat made from newsprint. Everyone puts on a paper hat and makes sure that it remains on his head at all times. Two children are pirates, they

put their hats on. The rest are sailors and put on their hats along. (Demonstrate this.) The pirates are trying to board the sailors, that is

"put down". A sailor touched by a pirate turns into a pirate and turns his hat across. If someone's hat falls off his head, he can no longer move. He has to wait for another child to save him, give him a hat so he can put it on again. We will play this game for five minutes... Remember that during the game you can not hold your hat with your hands.

Who wants to be a pirate?..

"Don't lose your balance." Training. The players stand facing each other at arm's length, closing their feet, and raise their hands forward. Game content. At the leader's signal, the players alternately strike with one or both palms on the opponents' palms. You can dodge the blow by suddenly spreading your arms. The one who moves with at least one foot loses. Rules of the game: 1. The game starts at the signal of the leader. 2. You can dodge a blow.

    Mobile games for strengthening drill exercises.

Development of orientation in space, the formation of a sense of rhythm.

"Stay calm" The players form a circle. The leader walks inside the circle and, stopping in front of someone, says loudly: “Hands!” The one to whom he addressed should stand calmly, and his neighbors should raise their hands: the neighbor on the left - the right, the neighbor on the right - the left. Whoever makes a mistake leaves the circle.

"Change of Places" Circles with a diameter of 0.5 m are drawn on the floor around the circumference - “houses” (you can use hoops). Their number is one less than the number of players. The leader is selected from the participants in the game. He becomes in the center, all the rest are located in the "houses". At the command of the driver, the children should change places, running from circle to circle. The driver is trying to take the vacant seat. The player left without a "house" becomes the driver, and the game is repeated.

"Don't run in a circle This game is played with the participation of several children. Draw a large circle on the ground (diameter 2-3 m). Children are located on one side of the circle, and the adult becomes in the center of the circle. Children should run to the other side of the circle, running into the circle, but quickly trying to run out of it. An adult catches those who linger in the circle. If one of the children is afraid to run into the circle, then the adult needs to pretend that he is not looking in his direction. Then the child will grow bolder and also run across the circle.

13. Outdoor games with group interactions.

Development of the skill of group interactions, speed of reaction, coordination.

"Fishermen and Fishes" 2 "fishermen" are selected, the rest - "fish". They dance and sing:

Fish live in the water

There is no beak, but they peck.

There are wings - do not fly,

There are no legs, but they walk.

Nests do not start

And they take the kids out.

The fish run away. "Fishermen" join hands and catch "fish". Caught "fish" join the "fishermen", because of this, the "net" becomes longer, and help to catch the remaining "fish".

« Cat and starlings» One child is a “cat”, 6-8 children are “starlings”. All are wearing matching hats. The rest of the children, 5-6 people each, join hands and form circles - “birdhouses”. Each contains 2 "starlings". "Cat" is on the sidelines. To light cheerful music, “starlings” fly scattered around the room. With the end of the music, a “cat” appears and tries to catch the “starlings”. "Starlings" hide in the "birdhouse". There can only be two "starlings" in one birdhouse. Caught "starling" "cat" leads to his house. The game is repeated from the beginning.

"Snake" The number of players is 6-7 people. 5-6 participants, holding each other, line up in a column - a snake. The driver stands in front of the snake and tries to tarnish the latter. The captain standing in the snake first blocks the way for the driver: he spreads his arms wide, puts up barriers, performs various movements with his body. The snake follows the captain and helps block the way for the driver. If the driver has stained the player closing the column, he becomes the captain, and the stained player becomes the leader. The game can be repeated several times, with short breaks for rest.

"White bears" Training. The site is the sea. A small place is outlined to the side - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site. Game content."Bear" growls: "I'm going out to catch!" - and rushes to catch "bear cubs". First, he catches one "bear cub" (takes him to the ice floe), then another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. "Bear" goes to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch "bear cubs". The game continues until all the bears have been caught. The last one caught becomes a "polar bear". The last player caught wins. Rules of the game: 1. The "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has taunted him. 2. When catching, it is forbidden to grab the players by their clothes, and those who run away run out of the boundaries of the site.

"Lizard" Training. Participants are divided into two teams, one of which goes to the circle, and the other remains outside the circle with a volleyball. Players in a circle line up in a column led by the captain and take each other by the belt. Game content. At the signal of the leader, the players who form a circle throw the ball to each other, trying to knock out the last player in the column with a direct hit. The knocked out player is out of the game. After 5-8 minutes, the teams change roles. The team that knocks out the most players in a set amount of time wins. Rules of the game: 1. It is not allowed to twist the spiral (hiding the latter). 2. Players must not disengage their hands. 3. Headshots do not count. 4. Hit from the rebound from the floor does not count.

    Outdoor games with a gymnastic hoop.

Development of coordination, attention, speed of reaction. Formation of the skill of handling a gymnastic hoop.

"Quick to the hoop." Hoops are laid out throughout the hall. In each hoop is a child. The instructor turns on the music, the children run out of the hoops and perform any movements throughout the hall as long as the music is playing. Meanwhile, the instructor removes one or two hoops. As soon as the music stops playing, the children should run to take their place in the hoop. Those who did not have time are temporarily out of the game. The game is repeated 2-3 times.

"One, two, three, run!" Hoops need to be laid out in a circle. It is advisable to play the game with music. Children step from one hoop to another. The host says: “One, two, three, run out of the hoop,” while the children leave the circles, and the host removes one hoop. When the guys hear "One, two, three run into the hoop," everyone should take a place in the circle. The one who does not get a place is out.

astronauts

Hoops are laid out around the hall - these are rocket launchers.

Fast rockets are waiting for us

For planet walks.

What we want

Let's fly to this one!

But there is one secret in the game:

Latecomers - no room!

As soon as the last word is said, everyone scatters around the "rocket sites" and tries to take their places in any of the pre-drawn "rockets" as soon as possible. Latecomers lose. Rules of the game: 1. Start the game - only on the established signal of the leader. 2. Run away - only after the words: "To those who are late - there is no place!"

15. Outdoor games with chairs, benches.

Development and dexterity.

"It's boring to sit like this" There are chairs along opposite walls of the hall. Children sit on chairs near one wall. Read the verse:

It's boring, it's boring to sit like this,

All look at each other.

Isn't it time to run

And change places?

As soon as the rhyme is read, all the children run to the opposite wall and try to take free chairs, which are one less than the participants in the game. Whoever is left without a chair is out. Then two chairs are removed. Everything is repeated until the winner takes the last remaining chair.

"Ocean is shaking" According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. All participants in the game sit on chairs. The driver says: "The sea is worried." The players stand up and run around the chairs. “The sea has calmed down,” the driver says, and the children take empty seats. Someone will be left without a seat, since one chair is occupied by the driver. The one who missed, goes to drive. Rules. 1. Players are not allowed to run close to the chairs. 2. You can take a free place only after the words: "The sea has calmed down."

"Musical chairs". Chairs are placed in the center, 1 less than the number of participants. Children walk or run around the chairs to the music. Suddenly the music stops, you have to have time to take a chair. Those who do not have enough are out of the game. We remove 1 chair and everything continues. If there are a lot of children, at the beginning of the game you can put sheets of newspaper on the floor, but when 3-4 people remain, it is still better to put chairs.

"Neptune and the Fish" Chairs are set in a circle with their backs inward. One of the players plays the role of Neptune, who leads the “fish”, exactly repeating various movements after him. For example, on the sea “waves appear”, “a storm is coming”, etc. And suddenly the words are heard: "the water is mirror-smooth." At these words, the children run to the chairs, trying to take a seat. One of the players will not get the chair, and then he becomes the leading Neptune.

Development of attention, dexterity, speed of reaction.

"Calling Numbers" The number of players is 10 - 20 people. Two teams are playing, which line up in a column one by one at the starting line. At 15 meters from it, a turning point is indicated against each team. The captains distribute the players by numbers. The leader calls the numbers. Players, having heard their number, run to the turning point, run around it and return to the place. The first person to arrive gets a point, the second gets two points. The winning team is determined at the end of the game by the number of points scored.

"Hurry up to take a place » The players form a circle and are calculated in numerical order. The driver becomes in the center of the circle. He loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. Left without a seat goes to drive. The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

"Listen to the signal Children go in a column one at a time. The host gives pre-arranged signals - sound (clap hands). For example: when the host claps his hands once, the children run, when he claps twice, the children sit down, when three, the children go.

"Crows and Sparrows" The participants of the game line up in a column one at a time (one step apart) in the middle of the site and count on the first or second. The first numbers - one team, the second - another. Objects are laid out on both sides of the players: towns (“ravens”) on the right, tennis balls (“sparrows”) on the left. There are half as many objects as there are participants in the game. The players, at the direction of the leader, perform various simple movements on the spot (arms to the sides, up, sit down, stand up, march in place, etc.). Then the leader of the syllables pronounces one of the words. If this word is “in-ro-ny”, then all the players rush to the towns to the syllable “ny”, but if it is “ro-by”, then when the last syllable is pronounced, all players run to the balls, trying to grab one object. Since there are fewer items than players, only the most attentive and fast get them, for which the team is awarded winning points. The game is played 7-9 times, after which the number of successful starts of each team is counted and the score is announced accordingly.

"Cones-acorns-nuts" Training. The players form a circle, in the middle of which the leader becomes, and the rest, split into threes, stand one after the other facing the center (the first number is three to four steps from the leader). The leader gives names to all the players: the first in the threes are "bumps", the second are "acorns", the third are "nuts". Game content. On a signal, the driver says loudly, for example: "Nuts." All the players, called "nuts", must change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says "acorns", the second ones in threes change places, if the "bumps" - the first ones in threes. When the game is mastered, the driver can call two or even three players in threes, for example: "bumps, nuts." The summoned must also switch places. Players who have never been drivers win. Rules of the game: 1. Those who have been called are prohibited from remaining in place. 3. Players cannot run to any other three (otherwise the player becomes the leader).

16. Outdoor games for coordination of movements.

Development of motor qualities, speed. Agility, coordination.

Game "Second Extra" Rules of the game: The participants of the game form a circle and are calculated in numerical order. Everyone must remember their number. Then the driver is determined, for example, with the help of a counter. The one who leads becomes the center of the circle. And the rest in a circle - not in numerical order. The driver loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. Left without a seat goes to drive. The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

"Swan geese ." On one side of the site, a line is drawn that separates the "goose". In the middle of the site, 4 benches are placed, forming a road 2-3 meters wide. On the other side of the site, 2 benches are placed - this is the "mountain". All players are in the "goose house" - "geese". Behind the mountain, a circle "lair" is outlined, in which 2 "wolves" are placed. On a signal - "geese - swans, in the field", "geese" go to the "field" and walk there. At the signal "geese - swans home, the wolf is behind the distant mountain", the "geese" run to the benches in the "goose house". From behind the "mountain" the "wolves" run out and catch up with the "geese". Players who are never caught win.

"Prohibited movement." Children, walking in a circle, repeat all the movements for the teacher, except for one, for example: "Hands up!". The one who performs the "forbidden" movement stands at the end of the column. Thus, more attentive children will be at the beginning of the column, and they are considered winners.

"Mirror" The players are freely located on the court and perform the following tasks: a) Repetition of single movements following the next one. b) Playing after the leader of a series of movements in a certain sequence. c) Imitation of the movements of an animal, bird, insect, called the leader, etc.

"Sentries and scouts" The participants of the game are divided into two equal teams: "sentinels" and "scouts" - and line up along two opposite sides of the site at a distance of 10-20 meters from one another. Lines are drawn in front of the toes of the players, and a circle is drawn in the middle of the site at the same distance from the teams. A ball or other object is placed in it. The players of the "scout" team should try to carry the ball, and the "sentry" team should guard it. On a signal, 2 players (extreme from the right flank of each line) run out to the middle of the court to the ball. The "scout" makes various movements to divert the attention of the "sentry" and carry the ball to his team. "Sentry" repeats all the movements of the "scout" and at the same time watches the ball. If the “scout” grabs the ball, the “sentry” tries to catch up with him and knock him down in order to take him prisoner. If the “sentry” does not catch the “scout” with the ball to the line of his “home”, then he himself goes into captivity to the opposite side and stands on the left flank of the opposing team. The game continues until all the "sentinels" and "scouts" have replayed. At the end of the game, the prisoners in each team are counted. The team with the most prisoners wins. Then they play a second time, switching roles. After the second game, the prisoners are counted again. The team that manages to capture more prisoners in the role of "scouts" and "sentinels" wins. You can play once. In this case, the players in the teams are counted on the first and second. Those playing under the first number in one team are “scouts”, and in the other - “sentinels”, the roles of those playing under the second number change. According to the rules of the game, the “sentry” who did not repeat all the movements of the “scout” loses. You can catch the fleeing only to the line of his "home". If running away from the pursuer, the player lost the ball, he goes into captivity.

18. Competitions - Relays

Development of endurance, speed, agility. Improving Team Actions

Game - relay "Classics". Children are built in 2 columns. In front of them are hoops in the form of classics: one, two, one, two, one. At the signal of the instructor, the children jump through the hoops back and forth, pass the baton to the next from their team with a light clap on the hand and stand on the horses of the column. The team that finishes the relay first wins.

Roll the hoop Two teams are playing. Each player needs to ride the hoop from start to finish - 20 meters and return to the start in the same way. Pass the hoop to the next person, etc. The team that finishes the relay the fastest wins.

Relay race Two teams are participating. Each team is divided into two groups. One gets to the start, the other to the finish. The player who runs first from the start receives a hoop, and the player running from the finish line receives a jump rope. The player who received the hoop starts. He needs to jump through the hoop, like through a rope. When he reached the finish line, the player starts from the finish line, jumping with a rope. Each participant, after completing the task, passes the inventory to the next player in his group. As soon as the groups change their places (the one that started from the start will be at the finish line and vice versa), the competition stops. Runs are not allowed.

snake Arrange objects (for example, skittles) in a straight line at certain distances. The first participant from each team, at the signal of the presenter, begins to roll the ball with a club with a snake through these objects. If an object is knocked down, then it must be put in place and the turn should be repeated. The team that finishes the relay the fastest wins.

Relay with leapfrog. Preparation: The players are divided into two teams, which stand in columns, one parallel to one another. The distance between the teams is 3-4 m. A circle (1.5 m in diameter) is drawn in front of each column at a distance of 8-12 m from the starting line or a rectangle is drawn. The first numbers of the teams get into it. Each one rests his hands on one leg and, leaning forward, hides his head. Game: At the signal of the leader, the players standing in front in the columns run forward and make a vault, pushing off with both legs and leaning their hands on the back of a comrade (leapfrog jump), and then stand in his place. The jumped players run back to their columns, touch the next players with their palms, and then stand behind their teams. Those who received a touch with their hand run forward, make a vault and remain in circles, etc. The game ends when all players have finished jumping, that is, the player through whom they made the first jump, jumping over a teammate, will remain standing in a circle, and the one jumped over will cross the start line from where the players started their run. It is forbidden to run out from behind the starting line until the returning player touches the palm of the next player. The jumped player must not change position during the game and stand outside the circle (square). Winner: The team that completed the challenge first.

Grasshoppers. At the start line, two players sit astride the ball, holding it with their hands from the sides. At the leader's signal, they jump forward to the finish line. Winner: The player who comes first.

Jumpers Preparation: Two or three teams line up in front of the starting line. Game: On a signal, the first numbers jump over the established distance - 10-15 m back and forth, without fail stepping over the line on the opposite side of the site. As soon as the first participant, having landed behind the starting line, touches the next participant's hand, he starts jumping, etc. Winner: The team that finished the relay first. Options: -jumping on two legs; - jumping on the right foot; -jumping on the left foot, back - on the right foot, back - on the left or vice versa.

Relay option. Each participant tries to overcome the distance in fewer jumps. The winner is determined by the smallest amount of jumps spent by all team members. With this option, jumps from foot to foot (multi-jumps) can be used, and the relay race itself is carried out in one direction, with the participants gradually moving to the opposite side of the site.

push-pull Children are divided into pairs. Each pair stands with their backs to each other and clasps their hands at the elbows. In this position, the children must run 20-30 meters to the finish line and, without turning around, return to the start. thus, each player in one direction runs forward with his face, and in the other, with his back.

Relay race with sticks and jumps. Preparation: The players are divided into two or three equal teams, which line up in columns one at a time three to four steps apart. They stand parallel in front of the line, in the hands of the head player is a gymnastic stick. Game: At the signal of the leader, the first numbers run to the mace (stuffed ball) installed at 12-15 m, run around it and, returning to their columns, extend one end of the stick to the second numbers. Holding on to the ends of the stick, the players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over the stick, pushing with both feet. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries the stick under the feet of the player with the third number, etc. The game ends when all participants run with the stick. When the beginner of the game is again the first in the column and a stick is brought to him, he raises it up. Winner: The team whose players completed the challenge first without making any mistakes. It is forbidden by the rules to let go of one of the ends of the stick when it passes underfoot, to drop the stick on the ground.

Crossing Players of two teams line up on opposite sides of the court facing each other (behind the lines of their "houses"). On a signal, the players, advancing by jumping on one (right, left) foot, cross the court and must be behind the opponent's "home" line as soon as possible. The team whose players gather behind the opposite line first wins. The last player to finish moving is out of the game. Then jumps in the opposite direction follow, and again the last one is eliminated from the game. You can change the way of movement (jump on two legs from a stand or squat, run, etc.). The game continues until two or three of the most enduring jumpers remain on the court. It is not difficult to determine the winning team by the number of players on the court. Continuing the competition, you can identify the fastest player.

Running in teams (trains) Two equal teams line up in a column one at a time, clasping their hands in front of the one standing in front or taking them by the belt. The columns stand parallel to each other at a distance of 3-5 steps. A starting line is drawn in front of the columns, and a rack or other object is placed opposite the competing teams at a distance of 15-20 meters. On a signal, the players in the columns run forward to the rack, go around it and come back. The team wins, whose players ran the entire distance without breaking up, and earlier crossed the starting line with the entire column. It can be agreed that the players join each other in turn, i.e., first the first number runs around the rack, then the second one joins it and they run around together, then the third, etc. Since in this version the game requires endurance, when it is repeated players in columns are arranged in reverse order. For children of primary school age, both versions of the game can be played, having agreed that they will run, holding not each other's belt, but their hands.

Fleet Team Training. The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front in the columns, at a distance of 2 m from it - the start line. At 10-20 m from the starting line, a stand or mace is placed against each column. The first players in the columns stand on the start line. The content of the game. Option 1. At the command of the leader "Get ready, attention, march!" (or according to another conditional signal), the first players run forward to the uprights (maces), run around them on the right and return back to the start line. The player who crosses the start line first earns a point for his team. Those who have come running stand at the end of their columns, and the following players line up at the start line. Also, on a signal, they run to the object set against their column, go around it and come back. The one who comes first earns a point for his team again. And so all the players run in turn. Then the points are counted. The team with the most points wins. Rules of the game: 1. You can not run out and cross the start line before the leader's signal. 2. You can only run around the object to the right, without touching it with your hands. 3. When running with a stick, be sure to hit it three times on an object or on the floor, counting loudly. 4. Returning, you need to stand at the end of your column.

Option 2. You can use sticks in the game. Each player at the start holds a wand. Having reached the rack, he hits it three times on the rack or on the floor and comes back. Having run the start line, the player gives the wand to the next one.

19. Outdoor games on the ground in winter.

TRAP

Having run away from the Snowman (or Santa Claus), the children stop and, clapping their hands, say: "One-two-three! One-two-three! Well, hurry up and catch us!" With the end of the text, everyone scatters. Snowman (Santa Claus) is catching up with the children.

Snow balls One of the players is the driver. The others run past him around the playground in different directions. The driver tries to get into the snowballs running past (it is better to prepare them in advance). The one who was hit by a snowball stops and, without leaving his seat, tries to hit the running players with snowballs, helping the driver. Gradually, the number of such assistants to the driver increases. When there are more of them than the rest of the players, the game ends.

We are funny guys. Children stand on one side of the playground behind an imaginary line. On the opposite side of the site there is a snowdrift or a snow bank. A little aside, on the side of the players, there is a trap (it is appointed by an adult or chosen by children). The choir players say:

We are funny guys

We love to run and jump.

Well, try to catch up with us,

One, two, three - catch!

After that, everyone runs to the other side of the site and hides behind a snowdrift. The trap catches up with the fugitives, those who are touched by it move to the side. The trap cannot catch those players who manage to run away behind a snowdrift. He counts the catches after each run. After 3-4 runs, they count how many players the trap managed to catch in total and choose a new one.

Traps with snow. A low snow roller marks a circle with a diameter of 4-5 m. A group of players gathers in it. The driver stands at a distance of 2-3 m from the circle, at this distance he can move along the circle. In his hands is a basket of snowballs. At a signal from an adult, the trap tries to hit one of the children dodging in the circle with a snowball. An adult keeps track of which snowball will be well-aimed and the trap will stain one of the players with it. The game is repeated 2-3 times, after which a new trap is selected.

Mobile game "Push out of the circle" in the snow a circle with a diameter of about one meter. Two participants stand in a drawn circle and try to push each other out. Those who cannot stand on their feet slip and fall. In order to diversify the game, you can exclude hands from the game, for example, by removing them behind your back.

20. Outdoor games with elements of volleyball.

Outdoor games "Ball through the net", "Volleyball with balloons", "Throw-catch!" "Who Has Fewer Balls"

"Throw-catch!". Players throw the ball over a stretched volleyball net, run under it and catch the ball immediately or after it bounces off the floor.

Volleyball with balloons. A volleyball net is stretched at a height of 1.5 m. Two balloons, into which a few drops of water can be poured, are tied together. On both sides of the grid there are teams of 5 children each. The players hit the balls, trying to overtake them to the side of the enemy and not letting them fall on their side. Rules of the game: you need to try to play together, passing the balls to the one who is more comfortable to beat them to the other side; the team on whose side the balls landed is awarded a penalty point; balls should not be held by hands, but immediately beat off.

Who has fewer balls? Children are divided into two equal teams of 5-6 people. Teams are given 6 balls. On the whistle, the players begin to throw the balls to the opponent's side until the second whistle of the referee sounds. The team with the fewest balls on the court after the whistle wins. Rules of the game: balls are thrown from any part of the site; you can not throw balls under the net; balls must not be thrown after the referee's 2nd whistle.

"Ball Over the Net" (volleyball according to simplified rules). The game is played on a sports ground (floor, grass, asphalt). Its size depends on the conditions of the children's institution (4 × 8, 5 × 10, 6 × 12, 7 × 14 meters). The volleyball net is hung so that its upper edge is at the level of the child's outstretched arms - from 120 to 135 cm from the surface of the site. Instead of a net, it can just be a rope. Play with a medium sized rubber ball. Children are divided into two teams, which have their own name. Captains are selected in advance. Teams greet each other and are distributed on both sides of the grid in a checkerboard pattern (at a distance of 1.5 to 2 m from each other and from the grid, as well as from the boundaries of their site). The serve is performed (by throwing the ball over the net) from anywhere on the court (from where the player can throw the ball over the net to the opponent's side). The ball is sent from below and from above with two hands or one from the shoulder, and it is caught with two from below or from above. The player who receives the ball may send it over the net in no more than three steps, then throw the ball back or pass it to any teammate. Rules of the game: do not let the ball touch the ground (floor) in your own half, but throw it over the net so that it falls on the opposing team's court. When serving, the ball must not fly off the court. This is considered a fault and the point is not awarded, the service is lost and the ball is served by the other team. The teams take turns serving the ball. Players of one team can throw (attach) the ball to each other only once. A point is scored for a team if the ball, having flown over the net, touched the ground on the opponent's court. They play up to 10 or up to 15 points, then change platforms. The duration of the game is 15-25 minutes.

21. Outdoor games in the stance of a volleyball player.

Development of jumping ability in game conditions. Strengthening the skill of movement in the stance of a volleyball player.

Pioneerball rules. All you need to play pioneer ball is a ball and 2 teams of 3 to 8 people each. It is considered optimal when there are 12-14 people on the playground in total. Almost any ball will do, but preferably a volleyball or soccer ball. A net or even just a rope is stretched through the middle of the site. Teams stand on both sides. As mentioned earlier, the rules of pioneerball are similar to volleyball, with the exception that the ball can be caught and taken with it no more than 3 steps around the court. After that, it must either be passed to the player on command, or thrown over the grid. It is allowed to make no more than one pass in attack. The task is to prevent the ball from falling to the ground or floor, otherwise a point is scored. The game ends with 25 points, after which the teams change places and play another game. In the case of scores in games 1:1, the final game is played.

22. Outdoor games with elements of basketball.

Development of speed of reaction, attention. Improvement of team actions.

"Play, play the ball, don't lose it." Tasks. To teach children to listen to the signal, to let them feel the physical qualities of the ball, to form the ability to control the ball and play with it without interfering with a friend, to find a free place on the court. Game description. All children are located on the playground and everyone plays with the ball at their own discretion. After the teacher's signal, everyone should raise the ball up as quickly as possible. Latecomers receive a penalty point. The game is repeated. Options. After the teacher's signal, all players must properly hold the ball or take the basketball player's stance. Methodical instructions. Before the game, the teacher names the movement with the ball that children can perform.

"Pass the ball." Tasks. Learn to pass, catch the ball, bring up responsibility to the team. Game description. 2 or 4 teams play. The players of each team stand in a circle and choose the drivers who have the ball. After the teacher’s signal, the drivers give the ball to the player standing to their right, and they themselves run to the left, run around the circle and take their place. Those who received the ball pass to the next on the right, etc. When the first one returns to his place, the next player runs. The game continues until everyone runs around the circle, and the ball returns to the driver. The team that finishes the game the fastest wins.

"Behind the ball". Tasks. To teach to pass, to catch the ball with both hands from the chest, to develop the ability to navigate the site, to bring up responsibility to the team. Description of the game. Children are divided into several teams. Each team is divided into two columns, which stand one against the other at a distance of 2-3 meters. At the driver of the ball. After the signal, the driver passes the ball against the child standing in the column on command, and he runs to the end of the opposite column, i.e., for the sword. The catcher also passes the ball against the standing one and goes after the ball. The game continues until all players return to their places, and the balls are at the drivers. Methodical instructions. Children will quickly understand where to run after passing the ball if they are explained that they must move after the ball, in the direction in which they threw the ball.

"Catcher with the ball." Tasks. To teach children to dribble in the correct stance with their right and left hands while running, changing the direction and speed of movement, to cultivate honesty and justice. Game description. Children with balls move freely around the playground, one of them is the driver. His goal, while driving the ball, is to hit someone with his hand. If he succeeds, then the one whom he hit becomes the driver, and the driver becomes the player. Guidelines. At first, the role of the driver is played by the teacher, and later - by the child who freely controls the ball.

"Five Throws". Tasks. To teach children to throw the ball into the basket, to develop accuracy, accuracy of movements, to cultivate honesty and justice. Game description. Children are located at a distance of 1.5-2 meters from the basket. At the signal of the teacher, all the children throw the balls into the basket. The winner is the one who gets into the basket 5 times faster in the specified way.

Ball to the captain. Tasks. To learn to apply various movements with the ball in the game, to coordinate their actions with the actions of a partner. Game description. Children are divided into two teams. In each team, a captain is selected, who stands in a circle drawn at the end of someone else's site. Children throw the ball to their captain, and the opponents try to intercept the ball and pass it to their captain. Methodical instructions. The ball can be dribbled, passed to a friend in the game, you cannot run with it.

23. Old Russian outdoor games.

Development of speed-volitional qualities, speed, dexterity.

"Paints" Children choose the owner and two buyers, all other players are paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all paints have chosen a color, the owner invites one of the buyers. The buyer knocks: "Knock knock!" - "Who's there?" - "Buyer" - "Why did you come?" - "For the paint." - "For what?" - "For the blue." If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it back.” If the buyer guessed the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they go in turn and take apart the paints. The buyer who guessed the most colors wins. When the game is repeated, he acts as the owner, and the players choose the buyers. Rule. The buyer must not repeat the same paint color twice, otherwise he gives way to the second buyer. Instructions for conducting. The game is played with children both indoors and for a walk. The owner, if the buyer did not guess the color of the paint, can give a more difficult task, for example: “Ride on one leg along the blue path.” If there are many children playing, you need to choose four buyers and two owners. Buyers for paints come in turn.

MOTHER SPRING

Two children with green branches or a garland form a gate. All children say:

Mother spring is coming

Open the gate.

The first of March has come

He spent all the children;

And then April

Opened the window and the door;

And how May came -

How much do you want to play!

Spring leads a chain of all the children through the gate and leads them into a circle.

"Burners » Participants become pairs, holding hands, one after another - form a column. Ahead of the column is the leader. At the command of the driver, the last pair separates their hands and runs forward: one on the right, the other on the left side of the column. The task of the players is to dodge the driver and have time to join hands. If the driver manages to catch one of the players, then he, together with the one caught, becomes the first pair of the column. If the players manage to outwit the driver and join hands, they stand at the head of the column, and the driver starts the game again.

COSSACK ROBBERS Children are divided into two teams: a team of Cossacks and a team of robbers. "Robbers" need to hide themselves in the agreed territory for a certain time and hide the "treasure": some kind of toy, object, candy. After that, the "Cossacks" scatter around the yard in search of all the "robbers" and the "treasure". To confuse and confuse "Cossacks", "robbers" are allowed to draw arrows on fences, asphalt and walls. After a successful search, the teams change places.

Shtander The driver is given the ball. Players gather around the driver. The driver throws the ball up and calls out the name of one of the players. The named player catches the ball on the fly or picks it up from the ground and tries to hit one of the other players running away to the side. Having caught the ball on the fly, the player has the right to shout: "Shtander!" Then all participants should freeze, and the player with the ball can calmly aim and tarnish anyone with the ball. A ball caught in the air also gives the right to immediately throw the ball up and shout out the name of one of the players. If the one they tried to tarnish manages to catch the ball thrown at him, he gets the right to tarnish another player with it. The tainted one is out of the game. Rules of the game they allow frozen players, who are aimed at with the ball, to crouch, dodge the ball, but they have no right to leave their place.


Outdoor games for grades 3-4 at school

"Traffic light"

Two lines are drawn on the site at a distance of 5-6 m from one another. The players stand in one line. The driver stands between the lines (approximately in the middle) with his back to the players.

The driver calls any color. If there is no such color in clothes, they freely pass by the driver for another line. If the players have this color in their clothes, then the driver can touch the space between the player's lines. The salted one becomes the leader.

"Crossing"

Players of two teams line up on opposite sides of the court facing each other (behind the lines of their "houses"). On a signal, the players, advancing by jumping on one (right, left) foot, cross the courts and must be behind the opponent's "home" line as soon as possible. The team whose players gather behind the opposite line first wins. The last player to finish moving is out of the game. Then jumps in the opposite direction follow, and again the last one is eliminated from the game.

The game continues until two or three of the most enduring jumpers remain on the court. It is not difficult to determine the winning team by the number of players on the court. Continuing the competition, you can identify the fastest player.

"Running in teams" (trains)

Two equal teams line up in a column one at a time, clasping their hands in front of them or taking them by the belt. The columns stand parallel to each other at a distance of 3-5 steps. A starting line is drawn in front of the columns, and a rack or other object is placed opposite the competing teams at a distance of 15 m. On a signal, the players in the columns run forward to the rack, go around it and come back. The team wins, whose players ran the entire distance without breaking up, and earlier crossed the starting line with the entire column.

"Day and night"

Two teams stand in the middle of the court with their backs to each other at a distance of two steps. One team is given the name "day", the other - "night". Each team has a "house" on its side of the site at 10-12 meters. The host of the game suddenly says the name of one of the teams, for example, “day”. This team quickly runs to their "home", and the players of the other team catch up with them and stain them. Salted players are counted and released to their team. Everyone takes their places in lines, the game is repeated. It is important that there is no strict alternation of teams, then the players will remain extremely attentive. Before the signal to run, you can invite the players to perform simple exercises to divert attention. The game is played several times, after which the total number of caught players of both teams for an equal number of runs is calculated. Salting players is only allowed up to the "home" line. Those caught continue to participate in the game. During the running game, one participant can salute not only the person opposite, but also his neighbors.

"Be able to catch up"

On the site, they outline or mark with objects (pebbles, towns, flags, etc.) a circle with a diameter of 9-12 m. 6-8 people are located on the outside of the circle facing counterclockwise at the same distance from each other and are calculated for the first or second. The first numbers - one team, the second - another.

At the signal, everyone runs in one direction, keeping their distance. On the second signal, the competition begins. The task of each player is to overpower the one running in front and not to let the opponent behind him stain himself. The tagged leave the circle along with the one who tagged them, the rest continue to run in a circle. When the last player is touched, the game ends. The team with the most tainted players is considered the loser. You can not divide the participants into pairs. Then each runner, having spotted the player in front, continues to run in a circle, trying to tag the next one, and the tags leave the circle (go to its middle). 2-3 best runners are identified, who remain the last.

"Step fast"

The leader turns to face the wall or tree, covers his face with his hands or elbow and says: “Walk quickly, look around - freeze ... one, two, three, four, five ... Stop!” The driver can, after any number, say the word “stop!” and look around quickly. The rest of the guys, located behind the line 15-20 steps from the driver, during the count, quickly move towards the driver. When the driver shouted "Stop!" and turned to face the players, they freeze in place. A player who did not have time to stop in time or moved after stopping, the driver sends back beyond the line. After that, the driver closes his eyes and repeats the recitative. Everyone again moves forward from their places, including those who start moving from the line. This continues until someone comes close to the driver, touches him with his hand and, turning around, rushes over the line as quickly as possible. All players do the same. The driver runs after them, trying to overpower someone to hell. Salted becomes the new leader. If it was not possible to catch up with anyone, the driver returns to his original place, the game continues.

"Fifteen in a circle"

Players sit in a circle at arm's length. Two drivers are chosen, one of which becomes a tag, and the other becomes a runaway. Before the start of the game, they stand around the circle from different sides.

On a signal, the tag runs along the circle, trying to pin down the escaping. The latter, when they begin to overtake him, becomes in a circle between the other players in any place. At the same moment, the neighbor on the right becomes the new evader, and the tag continues to pursue him. If the tag managed to touch the fleeing hand, they change roles.

"Third extra on a walk"

Divided into pairs, the players stand in a circle and slowly walk in one direction, holding hands or arm in arm, free hand on the belt. Two drivers. One of them runs away and the other catches up with him. The one who runs away, when he is in danger, attaches himself to any pair, taking one of them by the arm, and then he cannot be caught. The third player on the other side of the pair must run away from the driver and, escaping from persecution, also joins any pair on the right or left, grabbing his arm.

The game continues until the driver catches one of the runaways. Then the caught one changes role with the driver. In this game, the driver and the evader are allowed to run through the circle, but it is forbidden to needlessly touch the players in pairs while running past.

"Falling Stick"

Everyone stands in a circle and counts in numerical order. The first number stands in the middle of the circle, holding a gymnastic stick in his hands. He puts one end of it on the ground, and holds the other end with his hand from above so that the stick stands vertically. Then he loudly calls a number and releases the stick. The player with the named number must have time to catch the falling stick. The driver at this time runs back. If the called player managed to grab the stick and it did not fall to the ground, then he returns to his place, and the driver continues to drive. If he does not catch the stick, then he becomes the leader, and the one who drove goes in a circle to his place.

They play for a set time, after which it will become clear who was the driver the least number of times. He is considered the winner.

If there are more than 10 people who want to play, then it is better to organize two circles for the game.

"Take the Town"

For the game, towns (tennis balls, pebbles of the same size) are needed in the amount of one unit less than the number of participants in the game. For example, six towns are placed in a circle (a meter from one another), and seven players stand on the outside one step away from them. On a signal, everyone goes, then runs around the towns (to the right or left) until the whistle or the command “Take it!”. Then each player seeks to capture the town. Whoever does not get the item is out. There is one less player left, so one town is also removed from the circle. When one town and two participants remain at stake, they play for the first place among themselves.

"Plate in a circle"

4-5 people stand in a circle at a distance of 5-8 m from one another. The first and third players have a plastic flying saucer in their hands. On a signal, the players throw their plates to the neighbor in a clockwise direction. Having caught a plate from a neighbor on the right, the player sends it further, and he himself must catch a new plate on the right side. If the player did not have time to throw the plate, as the second one flew to him (turned out to be with two plates), then the game stops and the slow player receives a penalty point. It is also awarded to the player who inaccurately (more than a step away from the player) threw him a plate or the last one flew over his head. Play 8-10 minutes. The winner is the one with the fewest penalty points.

You can increase the number of players in the circle by leaving two plates. Then it will be easier to play. If there are more than 8-10 people who want to play, three plates should be introduced into the game.

"Hunters and Foxes"

A court no larger than a basketball court is limited by lines. The players choose the driver - the “hunter”, they give him a small ball in his hands. All other players are "foxes".

"Hunter" goes to the middle of the site, and "foxes" gather around him. The “Hunter” throws the ball up 2 times and catches it, after the third throw, the “Foxes” scatter in different directions. "Hunter", having caught the ball, throws it into one of the "foxes". Each tagged "fox" becomes his assistant, which means that the number of "foxes" will be reduced.

As soon as the “hunter” has the first assistant, the “foxes” can pick up the ball thrown at them and throw it between themselves so that the “hunter” and the assistant do not take it. Now the drivers are trying to intercept the ball in order to salve the “foxes”.

The game continues until all the "foxes" except one have been caught. This "fox", who proved to be the most dexterous, becomes the new "hunter".

The game is repeated.

During the game, it is important to ensure that the "foxes" do not get beyond the boundaries of the site. Otherwise, each of them is considered salted and becomes an assistant to the "hunter". Before the start of the game, you can agree that it is impossible to salve, for example, in the head, chest, etc.

Games for general physical training in winter

"Wand in the Snow"

Each player must have a stick pointed at one end. The participants of the game stand in a circle and throw their stick up one by one so that, falling, it sticks its pointed end into the snow. Whoever succeeded, leaves the circle. And so on until one player remains, he becomes the leader. His task is to overpower the players who have left the circle. Those who are tarnished become his assistants. The last player left uncaught is declared the winner.

"Don't go to the mountain"

Holding hands tightly, the players surround a large snowball - a mountain. At first they slowly go to the right or to the left, and on a signal they pull each other and try to force someone to climb the mountain, that is, to touch the lump. Whoever unwittingly has to climb the snowball is out of the game. The winners are the three players who remain last.

"Fast and accurate"

The players are divided into groups of 2-5 people. Each of them receives a task within a set time (5-8 minutes) to roll up a snowball. The group with the largest com wins. Then the clods are placed one on top of the other: the largest at the bottom, the smallest at the top. Each player prepares snowballs for himself. In turn, from a distance of 6-8 steps, the figures throw them at the head, trying to knock it down. The one who manages to do it wins. The game can also be a team game. Then make two snow figures. The team whose players knock down the opponent's head first wins.

"Catch the net"

The whole class participates. Five guys, holding hands, form a "network". At the signal of the teacher, they run after the players, trying to catch up and spot them (only the extreme ones in the "net" can spot). The caught player joins the "network". The players can break the "net" and take one of the comrades "to freedom". The game continues until all players are caught in the "net".

Good fairy tale

Based on a fairy tale with a sad ending. (for example, a snow maiden, a little mermaid, etc.) And the task is given to the children to think about how this fairy tale can be remade using characters from other fairy tales, so that it ends happily. The team that plays the fairy tale in the form of a mini-performance in the most funny and fun way wins.

Whose team is smarter

The players stand in a circle. Everyone counts on the "first" and "second". Each team chooses a captain. The host gives each team captain a ball. At the command of the leader, the captains pass the balls - one to the right, the other to the left, to the players of their teams. The game is played up to three times; the team that wraps the ball around three times faster and returns it to the captain wins.

In the game, it is forbidden to throw the ball, you can only pass it from hand to hand to team players.

Jellyfish

In this competition, participants must toss their silk handkerchief into the air without dropping it on the floor. The winner is the participant who manages to keep the handkerchief in the air for as long as possible.

Bilbock

An old French game with a tied ball that is tossed and caught in a spoon. Take a thick thread or string 40 cm long. Glue one end with adhesive tape to a table tennis ball, and the other to the bottom of a plastic cup or tie it to the handle of a plastic mug. Your bilbock is ready. It is necessary to throw the ball up and catch it in a glass or mug. One point is awarded for this. Catch the ball in turn until you miss. The one who misses passes the bilbock to the next player. The winner is the one who scores the agreed number of points first.

Put on a ring

A board 2.5 - 3 m long is laid on the ground. Holes are drilled in it every 25 - 30 cm (there are 11 in total). A figurine (or pebble) carved from wood is inserted into the central hole. The players stand at opposite ends of the board at a distance of 1 m from it and take turns throwing rings, trying to put them on the figure. In the event of a hit, the player moves the figure one compartment closer to himself. The winner is the one who manages to rearrange the figure first in the extreme hole at his end of the board.

horse competition

Choose a few "riders" and "horses". "Riders" sit on "horses" and start racing from start to finish. The pair that gets to the finish line the fastest wins.

Snipers

On the end wall of a house or a barn, you need to depict "targets" in advance, for example, to graze predators, the physiognomy of Barmaley or Koshchey.

Having previously divided into teams, the participants fight with their monsters, trying to completely cover them with snowballs. Those who shot especially accurately are given the right to “draw” a “self-portrait” on a plywood shield with snowballs. For this, circles with a diameter of about a meter have already been drawn on the shields. It remains to arrange the eyes, mouth, nose, ears. When the competition begins, the nose will definitely be on the side, and the mouth below the chin. Everyone will have fun.

Carry it, don't drop it

A crosspiece made of bars is attached to the end of a round shelf or pipe. At the ends of the bars, round stands with small indentations are attached, into which a ball is placed. A stick with crosses is inserted into a hole on a wooden stand. The player must take the stick with one hand, remove it from the stand, turn around its axis 2-3 times and reinsert the stick into the hole in the stand. All this must be done carefully so as not to drop a single ball.

Pioneerball

The players are divided into 2 teams and are built on 2 halves of the volleyball court in 2-3 rows. Each team receives two volleyballs. On a signal, the players try to throw the balls over the net to the opponent's side as quickly as possible. The transfer of balls continues until all the balls are on one side at the same time. The game is stopped and the team with the balls on their side loses the point. The game continues until one of the teams scores the set number of points (say, 10 - 20). The teams then switch sides and the game starts again. The team that wins two sets wins.

Pull - push

In this competition, pairs compete in a 15-20 m run. Couples, holding hands, run, pressing their backs to each other. Having run to the finish line, they return to the start. It turns out that the player runs normally in one direction, and in reverse in the other. The pair that returns to the start first wins.

Christmas tree outfit

Green golf is put on one player - this will be a "Christmas tree". Two other players take glue and paper toys that lie on a chair and glue them to the Christmas tree.

The one who wins will hang the toys faster.

Dash for the ball

Children are divided into 2 teams, each is calculated in order and is built behind the start line. The leader with the ball in his hands is located opposite the teams 10 m from the start line. Throwing the ball forward, he calls any serial number. Named players run after the ball. Whoever has possession of the ball brings the team a point. The game continues until each participant has made 3 jerks. The team with the most points wins.

sing a song

Players perform the song with the letters of the alphabet or the sounds "no be no me ...". Song options:
- "Ouch! Viburnum blooms in a field near a stream ... ";
- Katyusha.

Changing places

2 teams line up opposite each other on the court. At the command of the leader, the players of the team change places. The team that quickly lines up on the opposite side of the court wins.

In the swamp

Participants are given two sheets of paper. They must go through the "swamp" along the "bumps" - sheets of paper. You need to put a sheet on the floor, stand on it with both feet, and put the other sheet in front of you. Step over to another sheet, turn around, take the first sheet again and put it in front of you. And so, whoever goes through the room first and comes back, he wins.

dress up the Christmas tree

They make several Christmas toys from cotton wool (apples, pears, fish) with wire hooks and a fishing rod with the same hook. It is necessary to hang all the toys on the Christmas tree with the help of a fishing rod, and then remove them with the same fishing rod. The winner is the one who manages to do it in a set time, for example, two minutes. A fir branch fixed on a stand and even some dry branch with knots can serve as a herringbone.

around the hoop

Participants take turns directing the gymnastic hoop along a flat path with a strong movement of their hands. Then they try to catch up with him and have time to slip through him back and forth. Whoever does this more times is the winner.

Race walking

Taking each step, it is necessary to put the heel of one foot close to the toe of the other. The distance for such a walk can be determined at 5 meters back and forth. The relay ends when the last team member returns to the starting position.

sea ​​wolf

The game is played by two teams. The host gives the task: "If there is a strong wind at sea, the sailors know one trick - they tie the ribbons of the peakless cap under the chin, thereby tightly fixing them on the head. The peakless cap is one per team." Each player executes the command with one hand.

strong grip

Having broken into pairs, the players stand with their backs to each other with a diameter of 1.5 m and grapple with their arms bent at the elbows. Giving the torso forward, everyone tries to force the opponent to tear his legs off the floor. The winner is the one who wins the duel more times.

You can compete differently. The players, standing with their backs to each other, lift up a stick, which they hold tightly with their hands. Task: lean forward and try to tear the opponent off the ground.

The one who is in the air or releases the stick loses.

Another option: the players sit opposite each other on the ground (resting their feet on the partner's feet) and take up the gymnastic stick. On a signal, everyone begins to pull the stick in his direction. The winner is the one who manages to tear the opponent off the ground for 3-5 seconds.

self-portrait

The paper has two cutouts for the hands. Participants take each of their sheets, putting their hands through the slots, draw a portrait with a brush, without looking. Who "masterpiece" turned out more successful - takes the prize.

Everyone against everyone

In this game, each player can measure his strength with all players. The site is divided into 6 equal playing fields, located one after the other. Before the start of the game, all players take their place on the same playing field. At the signal of the leader, each player tries to force (shoulder, torso, but not arms) the others to another playing field. Soon they are all there except for one. He no longer participates in the fight. Those who are pushed into the second square try to push each other to the third playing field, while they themselves remain on the second, and so on. By the end of the game, one player remains on each field. The player remaining on the first playing field takes first place, the second one takes second place, etc.

Chain

In the allotted time, make a chain using paper clips. Whose chain is longer wins the competition.

Pour the water

2 people participate in the yoke. You need to take 4 identical glasses and pour the same amount of water into 2 of them. Water can be tinted with watercolor paint so that it is clearly visible. And the other 2 glasses remain empty. At the signal of the leader, each player must pour water from a full glass into an empty one with a spoon. The winner will be the one who can fly the water the fastest.

Night travel

The host says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to the freeway made from sports skittles. Having handed the steering wheel to the driver, the leader offers to practice and drive so that not a single column is knocked down. The player is then blindfolded and led to the steering wheel. The host gives a command - a hint where to turn to the driver, warns about the danger. When the path has been passed, the leader unleashes the driver's eyes. Then the next participants in the game "go". The one who knocks down the pin the least wins.

Stick your nose

Draw a funny face (without a nose) on a large piece of paper, mold the nose separately from plasticine. Attach the sheet to the wall. Players move back a few steps. Blindfold them in turn, approach the portrait and try to stick their nose in place. The one who sticks the nose more accurately wins.

crooked track

On the floor, a curve is drawn with chalk, a serpentine line - a path. Looking all the time at your feet through the inverted binoculars, you need to go through the path from one end to the other and not stumble.

Racing on the hands

Children are divided into several teams, two people each. One of the team members takes the other by the legs, and they move like this, heading to the finish line, with one of the players walking on their hands. After going half way, the players switch roles and move on.

The one who gets to the finish line first wins.

Balance beam exercises

For this exercise, each team will need a simple log no longer than 1 meter long. The participant stands on a log and, moving with his feet, rolls it along with him from the start to the finish and back.

Catch an apple

This is a traditional English game played during Halloween. To play, you need a bowl of water. A few apples are thrown into the basin. And then the players, holding their hands behind their backs, try to catch the apple with their teeth and pull it out of the water. Whoever succeeds is the winner.

Roll up the ball

The players are divided into groups of 2 - 5 people. Each of them receives a task: during the set time (8 - 10 minutes) roll up a snowball as large as possible. The group that rolls up the largest snowball by the specified time wins.

Make the hoop spin

The hoop is taken with one hand and the movement of the fingers is made to rotate in place. The referee will time the spin from the start until the hoop falls. They compete alternately, and if there are 2 hoops - in pairs. Then the 2 best players meet in the final match.

Nail in a bottle

For this competition you will need: 4 bottles with a thin neck, the same number of ropes and 4 nails. A nail is tied to each end of the rope. 4 people are selected from those who wish. Ropes with nails are tied to the belt of the participants from the back of the head. After that, the participants stand with their backs to the pre-arranged bottles. At the command of the head of the game, the participants must, without the help of hands, hit the bottle with a nail. The one who manages to hit the target first wins.

Build a fortress

The players are distributed in groups of 3-5 people each. Groups receive a task: within 5 - 6 minutes. build a snow fort. All groups, at the signal of the leader, run in different directions of the site, where it is easier for them to complete the task. The group that completes the task by the specified deadline wins.

hoops race

The players are divided into equal teams and lined up along the sidelines of the court. On the right flank of each team is a captain; he is wearing 10 gymnastic hoops. On a signal, the captain takes off the first hoop and passes it through himself from top to bottom or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it on to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed a hoop to a neighbor, immediately receives a new hoop. The trailing player in the line puts on all the hoops. The team whose players complete the task faster gets the winning point. The team whose players win twice wins.

Poets Competition

A few days before the competition, children are given a poem. Children must learn it by heart. The one who recites the verse the best wins.

Sharp arrows

A target is attached to the wall. You can use small balls or darts.

Each player has three attempts.

After the game, the host rewards the winners and cheers up the losers.

Fashionista

On two tables are a handbag, beads, clip-on earrings, lipstick and a mirror. Two players. On a signal, you need to put on beads, clip-on earrings, make up your lips, take a handbag and run to the opposite wall of the hall. The winner is the one who completed the task faster.

Spoon game

To play, you need 2 spoons and 2 round objects (painted wooden eggs, table tennis balls). 2 children take part in the game. At a distance of 7 - 8 m put a flag. Players are given a spoon each with an egg (or ball) in their hands. At the leader's signal, the players must run to the flag as quickly as possible and return back. If the ball falls, the contestant must quickly pick it up from the floor, put it back in the spoon and continue on their way. The ball cannot be held with the other hand. The one who reaches the finish line the fastest is the winner.

Carrying the wounded

Three are involved. Two are “healthy”, the third is “wounded”, his leg is “broken”. “Healthy” players should interlace their hands so that they make a comfortable seat. The “wounded” person sits down in this seat and maintains his balance, grabbing more comfortably by the shoulders or by the necks of his friends.

Wind up the cord

A knot is tied in the middle of the cord, and a simple pencil is attached to the ends. You need to wind your part of the cord around the pencil. Whoever reaches the knot the fastest is the winner. Instead of a cord, you can take a thick thread.

Ball in the gate

In a wooden shield lined with plywood on both sides, semicircular gates of different widths are cut out. The shield is installed on a flat area. The players stand 2-3 meters from the shield and take turns rolling small rubber balls (tennis, hockey) into the goal. For each hit, the number of points indicated on the shield is counted. The one who scores more points wins. To prevent the balls from rolling far, it is advisable to limit the playing area on the sides and behind the shield.

draw a ponytail

For this game you will need a large sheet of paper, a pencil, a blindfold. First, the presenter draws with a pencil on a piece of paper some kind of animal (cat, dog, pig). Draws everything except the tail. One of the players is blindfolded. He should try to draw a blind ponytail. Then other players try to do it. The one with the most accurate drawing wins.

Inflate a balloon

For this contest you will need 8 balloons. 8 people are selected from the hall. They give out balloons. At the command of the host, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The one who completes the task first wins.

Get the prize

The host hangs a small prize at eye level. Players need to approach and from a distance of 3 - 5 m blindfolded to break the prize. The one who does it first wins.

Firefighters

Turn the sleeves of two jackets inside out and hang them over the backs of chairs. Place the chairs at a distance of one meter with their backs to each other. Place two meters of string under the chairs. Both participants stand at their chairs. On a signal, they should take jackets, turn out sleeves, put on, fasten all buttons. Then run around the opponent's chair, sit on your chair and pull the rope.

Plant and Harvest

Number of players: 2 teams of 4

Optional: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.

1st participant "plows the ground" (puts hoops).

The 2nd participant “plants potatoes” (puts potatoes in a hoop).

The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).

The 4th participant “harvests” (collects potatoes in a bucket).

The faster team wins.

By a thread

On the ground, a few (according to the number of participants in the game) parallel straight lines are drawn with a sharp stick, marking the distance (50-60 meters). Start!

Everyone is running a race - it is important not only to come first, but also to run the distance "like a thread" - so that the traces must fall on the drawn straight line.

By the way, it will be easier for those who run with their knees high, and not dragging their feet.

We blow on corks from bottles so that they fly off as far as possible.

watermelon helmet

Choose a few volunteers. Give each volunteer half a watermelon. Their task is to eat all the pulp of the watermelon as quickly as possible, picking it out with their hands. The cleaned "watermelon helmet" must be put on your head.
The winner is the one who does it faster and whose helmet is whiter on the inside.

Searching for a call

On each of the chairs, standing at a distance of 8-10 steps from each other, there is a bell. Two blindfolded players each stand at their own chair. On a signal, they need to go around the comrade's chair to the right, return to their place and ring the bell.

The one who does it faster wins.

Sock

There are five people in the competition. They are invited to quickly put on a long sock, helping with the toes of the other foot.

Potyag

The participants of the game are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.

Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to either break the enemy’s chain or pull it over the intended line.

Rule: start pulling exactly at the signal.

Rope

Each team is given a rope. On a signal, each team must stretch it through their clothing (sleeves) as quickly as possible.

Archery

The target will be an ordinary bucket, and the bow will be an ordinary onion. The target bucket must be placed 5 meters beyond the finish line. Put the bulbs on the finish line, their number should correspond to the number of participants. Participant No. 1, on a signal, begins to move from the start to the finish. Running to the finish line, he picks up the onion and throws it, trying to hit the bucket. After the throw, he runs to his team to pass the baton to the next participant. The team that throws the bulbs into the bucket faster and more accurately wins (for the convenience of determining the result, an extra point can be given to the team for each accurate hit).

At a distance of 10 meters from the start, a stool is set up, and the first participants are blindfolded. On a signal, they must walk or run to the stool, go around it and, returning to the team, pass the baton to the next participants who are already blindfolded! And so is the whole team. During the movement, the team can help its participants with exclamations: “to the right”, “to the left”, “forward”, “back”. And since all the teams are shouting at the same time, the player must make out which calls apply specifically to him. When the last player returns to the start line, the “day” comes for the whole team. For whom the "day" comes first, they won.

drag and drop

2 teams line up one opposite the other, draw a line between them. Players standing opposite give each other their right hand and put their right foot on the line. On a signal from the leader, each player tries to drag the other over the boundary line. As soon as the player is left foot behind the boundary line, he loses, and his opponent gets a point. The team with the most points wins.

Guess the last word

Children are divided into two teams. The host reads out the sentences, and the players must guess the last word. The team with the most correct answers wins.
1. All the little gray mice run away from ... (cats)
2. The mouse ate potatoes and did not think about ... (cat)
3. I teach everyone the mind, but I myself always ... (silent)
4. This grass is very evil ... (nettle)
5. We met on a green meadow ... (friends)
6. They washed their personals near the river two ... (chanterelles)
7. Animals took hold of their paws and dances began in ... (forest)
8. Drive up to the turn, here is the palace and there ... (gate)
9. In our city, none, for shopping ... (shop)

Winders

The ends of the rope are fixed on identical pencils with small strong knots. The knot should not slip, you can even glue it with PVA. On command, the players begin to twist their pencil and gradually approach each other so that the rope does not sag. The winner is the one who first reaches the knot in the middle.

Hoop

Two hoops are placed in those steps one from the other. Two competitors strive to climb through the hoop more times within a minute, putting it on from top to bottom. The 2 fastest players compete against each other in the final.

Dance with an object

All players dance and at the same time pass each other a small object (a toy, an orange). The host turns off the music from time to time. The one who at this moment has an object in his hands is out.

The last player left on the dance floor wins.

Baba Yaga

Relay game. A simple bucket is used as a mortar, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the whole distance and pass the mortar and broom to the next one.

Chairs

To play, you will need two pot lids or a tambourine and chairs. Chairs should be placed in a circle with the seats in the center. They should be one less than the participants in the game. The children stand next to the chairs outside. In the hands of the leader is a tambourine or a lid. Following the leader’s signal, which announces the start of the game, the children begin to walk in a circle of chairs in a circle. Suddenly, the leader strikes the tambourine. At this signal, all participants rush to the chairs and sit down. Each time one of the players is left without a seat. He is out of the game. When the second round begins, one chair is removed. This continues until only one player remains. He becomes the winner.

Competition for folk tales

Children are divided into two teams. The host says the first words from the name of folk tales, the participants must say this name in full. The team with the most correct answers wins.
1. Ivan Tsarevich and gray ... (wolf)
2. Sister Alyonushka and brother ... (Ivan)
3. Finist - Clear ... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike ... (by command)
7. Frost ... (Ivanovich)
8. Snow White and seven ... (gnomes)
9. Horse - ... (Humpbacked)

Golden Key

The participants of the game will have to portray the scammers from the Golden Key fairy tale. Two couples are called. One in each pair is the fox Alice, the other is the cat Basilio. The one who is the Fox - bends one leg at the knee and, holding it with his hand, together with the Cat, who is blindfolded, embraced, overcome a given distance. A pair of "hobbled" first receives a "golden key" - a prize.

two oxen

A team, a long rope, is put on the participants of the competition, and each of the two participants tries to "drag" the opponent behind him, in his direction. At the same time, everyone tries to reach the prize, which is located half a meter from each player.

sea ​​wolf

Players are invited to tie five knots on a thick rope as tight as possible. When the task is completed, it is proposed to untie the knots. Whoever managed to do it faster, he gets a bonus point.

Perform a dance

Perform a dance.
Under "rap" with the words:
Soaked brooms in the bath,
The spindles are not crushed,
And the washcloths are not dried.
lady, lady,
The lady is ma'am!

Sniper

At a height of 1 - 1.5 m from the floor, a ball (target) is suspended. Participants, located at a distance of 3 - 5 m from it, should hit it with a tennis Rubber) ball. Each participant is given 3-5 attempts. The most accurate wins.

Fight in the squares

3 squares 3x3, 2x2, 1x1 m are drawn on the site. 4 players, close in height and strength, stand in a large square, and, having taken a position, on a signal, they begin to push each other out with their shoulders. 3 eliminated from the big square move to the middle one, and the winner stays in the big square. The fight continues in the middle square. 2 eliminated go to the small square, the winner remains in the middle. The fight ends in a small square when one leaves the square and the other remains the winner. The first winner (in the big square) gets 4 points, the second (on average) - 3, the third - 2, and the one who dropped out of the small square - 1. Then the next four enter the fight.

Who quickly

Children with jump ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid down. After the agreed signal, all the children simultaneously jump in the direction of the laid cord. The one who gets close to her first wins.

Do you know each other?

Several couples (mother and child) stand with their backs to each other. The leader asks questions. First, the child answers with a nod of the head, and the mother out loud.
Questions:
1. Does your child like semolina?
2. Does your child wash dishes?
3. Does your child like to brush their teeth?
4. Does your child go to bed at 9 o'clock?
5. Does your child make the bed in the morning?
6. Does he like to read books?
7. Does your child enjoy school?
The pair that answers all the questions correctly wins.

Klun prize

Gauze is stretched on two racks, prizes are hung on it - fruits, sweets, cookies, etc. The player is put on a rooster mask with a long beak. The eyes are covered with a special curtain. The task of the player is to approach the counter and "peck" the prize. For orientation in front of the counter, on the floor, a line is drawn with chalk.

Quick threes

Players stand in a circle in threes - one after the other. The first numbers of each three join hands and an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. On a signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle - to the left. On the second signal, the players release their hands and stand in their triples. Each time the circles move in the other direction. The players of the trio who gather faster get the winning point. The game is played 4 - 5 minutes. The trio with the most points wins.

In the image

Read some short story, episode or even a paragraph. And offer to think: who and to whom could tell this story? Children will surely enrich you with many versions.

Now offer to "tell" this story on behalf of the alleged hero-narrator, that is, read the text in a voice other than your own. In the voice of an old man or a one-year-old child, a dwarf or a giant, a robber or the wind... Depending on the versions chosen. Usually it is easier for a child to read in an image: it seems that it is not he who reads, but the other one. And he stumbles and puffs, because it is necessary for the role. Justified and legalized. Therefore, it's not scary. And listeners do not get bored: they have to evaluate the work - is it similar or not?

From empty to empty

Two players stand on foot rocking chairs (bars) opposite each other. In each hand they have a mug: one empty, the other with water. In this position, everyone tries to pour water from his full mug into the mug of a friend. The one who spills the least water wins.

Long jump

The first team member stands on the start line and makes a long jump from a place. After landing, he does not move from his place until the landing site is fixed by the judges (using a line drawn on the toes of the jumper's shoes). The next participant puts their feet right in front of the line, without stepping over it, and also makes a jump. Thus, the whole team makes one collective long jump. You must jump carefully and do not fall when landing - otherwise the result of the jump will be canceled. The longest team jump and becomes victorious.

Tongue twister competition

Sasha walked along the highway and sucked dry.
Carl stole the corals from Clara, and Clara stole the clarinet from Carl.
The ships tacked, tacked, but did not catch.
He reported, but under-reported, and began to report - he reported.

Feel and feel

Three people from each team are called. There are chairs for each player. The players are blindfolded. Candy bags are placed on the chairs. The hands-free players must sit on a chair and count how many candies are in the bag.

Matryoshkas

On the chair are two sundresses and two scarves. Whoever quickly puts on a sundress and ties a scarf is the winner.

Asphalt drawing competition

Each participant of the competition is allocated crayons and a place on the pavement. Participants can be divided into teams of 2-3 people, drawing a common picture together. The winner is the team whose drawing, in the general opinion of the children, will look more beautiful.

On three legs

The facilitator determines the place of start and finish. Then all players are divided into pairs. In each pair, the right leg of one player and the left leg of the other are tied with a rope. At the signal of the leader, the couples run to the races. The pair that reaches the finish line first wins.

Running "centipedes"

The players are divided into two or three teams of 10-20 people and line up at the back of each other's heads. Each team receives a thick rope (rope), which all players take with their right or left hand, evenly distributed on both sides of the rope. At the signal of the organizer, the "centipedes" run forward 40-50 meters to the "finish", all the while holding on to the rope.

The victory is awarded to the team that first ran to the finish line, provided that none of its participants unhooked from the rope while running.

tilt the ball

A ball with a loop is put on a rope so that it moves freely along it. Two people take the ends of the rope and with the movement of their hands try to give the rope such an inclination that the ball slides towards the “opponent” and touches him. Whoever succeeds is the winner.

Pairs need to be selected approximately the same height.

Thermometer

Without the help of hands, both teams at speed pass a fake thermometer so that it is necessarily under the left hand.

"Do not hurt" (walking and running games)

Skittles (maces) are arranged on the floor in two rows. The distance between the rows is 35-40 cm, and between the pins of one row - 15-20 cm. Children must walk or run along the corridor without hitting the pins.

"Pass - don't fall"(walking and running games)

The instructor puts a board 25-30 cm wide on the floor, and behind it he lays out cubes, bars at a distance of 25-30 cm from one another. Invites children to walk along a difficult path, first along the board, trying not to stumble, then stepping over cubes, bars, without hitting them.

"Run to the flag"(walking and running games)

Children sit or stand on one side of the room. On the opposite side, at a distance of 6-8 m from them, flags (cubes) are laid out on chairs or on a bench. Children, at the suggestion of the instructor, go to the flags, take them and go to the instructor. Then, at his signal, they run to the chairs, put the flags and come back.

"Cat and Mice" (walking and running games)

Children are sitting on a bench - these are mice in minks. On the opposite side of the room sits a cat, whose role is played by the instructor. The cat falls asleep (closes his eyes, and the mice scatter all over the room. But the cat wakes up, stretches, meows and starts catching mice. The mice quickly run away and hide in minks (take their places). The cat takes the mice caught. When the rest of the mice hide into the mink, the cat once again passes around the room, then returns to its place and falls asleep.

"Birds in the nest"(walking and running games)

Children sit on chairs placed in the corners of the room - these are nests. At the signal of the instructor, all the birds fly out to the middle of the room, scatter in different directions, squat, looking for food, fly again, waving their arms-wings. At the instructor's signal, “Birds, nests! ' are returning to their seats.

"Sparrows and the Car"(walking and running games)

Children sit on a bench on one side of the playground - these are sparrows in nests. On the opposite side stands the instructor. He represents a car. After the words of the instructor: “Sparrows flew onto the path,” the children rise from their chairs, run around the site, waving their winged arms.

At the signal of the instructor, “The car is driving, fly, sparrows, to your nests! » The car drives out of the garage, the sparrows fly into the nests (sit down). The car returns to the garage - sparrows flew.

"Find your house"(walking and running games)

The instructor invites the children to choose houses. These can be chairs, benches, cubes, hoops, circles drawn on the ground. Each has a separate house. At the signal of the instructor, the children run out of the houses, disperse around the playground and frolic until the instructor says “Find your house! ". At this signal, the children run to their houses.

"Shaggy Dog" (walking and running games)

Children sit or stand on one side of the room. One child, located on the opposite side, depicts a dog. Children in a crowd quietly approach him, and the instructor at this time says:

Here lies the shaggy dog,

Burying your nose in your paws,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see: "Something will happen? ".

Children approach the dog. As soon as the instructor finishes reading the poem, she jumps up and barks loudly. The children run away, the dog chases them and tries to catch someone and take them to him. When all the children hide, the dog returns to its place and again lies on the rug.

"Come and Don't Hit"(walking and running games)

Several pins are placed in one row on the floor or cubes are placed at a distance of at least 1 m from one another. Children should go to the other side of the room, bending around the skittles (snake) and not touching them.

"Tram" (walking and running games)

3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, that is, some children hold on to the cord with their right hand, others with their left. This is a tram. The instructor stands in one of the corners of the room, holding three flags in his hands: yellow, green, red. He explains to the children that the tram moves on a green signal, slows down on a yellow signal, and stops on a red one. The instructor raises a green flag - and the tram goes: the children run along the edges of the hall (platform). If the instructor raises a yellow or red flag, the tram slows down and stops.

"T a k s" (walking and running games)

Children stand inside a large hoop (1 m in diameter, hold it in their lowered hands: one is at one side of the rim, the other is at the opposite side, one after another. The first child is a taxi driver, the second is a passenger. Children run around the playground or along the path. Through some time they switch roles.

"Cucumber, cucumber. »(walking and running games)

Children line up on one side of the playground. On the opposite side lives a mouse (the instructor or one of the children). Everyone walks along the site towards the mouse and says:

Cucumber, cucumber,

Don't go to that end

The mouse lives there

Your tail will bite off.

With the end of the words, the mouse begins to catch the fleeing children.

"We stomp our feet"(walking and running games)

The instructor, together with the children, stands in a circle at a distance of arms straightened to the side. In accordance with the spoken text, the children perform the exercises:

We stomp our feet

We clap our hands

We nod our heads.

We raise our hands

We lower our hands

We give hands.

With these words, the children give each other hands, forming a circle, and continue:

And running around

And we run around.

After a while, the instructor says: “Stop! » Children slow down, stop. When running, you can invite children to put their hands down.

"On a flat path"(jumping games)

Children, together with the instructor on one side of the playground, mark the place where they will have a house, and set off. The instructor pronounces the text, according to which the children perform different movements: walk, jump, squat.

On a flat path

On a flat path

Our feet are walking

One-two, one-two! (They go.)

By pebbles, by pebbles

By pebbles, by pebbles

In the hole - boom! (They jump.)

On a flat path

On a flat path

Our legs are tired

Our legs are tired.

(Children walk and then squat down.)

Here is our home

This is where we live.

(Everyone runs into the house.)

"From bump to bump"(jumping games)

On the site, the instructor draws circles with a diameter of 30-35 cm. The distance between them is approximately 25-30 cm. These are bumps along which you need to cross to the other side of the swamp. You can step over bumps, run across, jump over.

"Through the Brook" (jumping games)

Two lines are drawn on the site at a distance of 15-20 cm - this is a stream. Indoors, you can put two cords on the floor at the same distance from one another. Several children are invited to come closer to the stream and jump over it, pushing off with both feet at the same time.

"The Frogs" (jumping games)

In the middle of the site they draw a large circle or put a thick cord in the shape of a circle - this is a swamp. Frog children sit along the edge of the swamp, while other children sit on chairs placed far from the swamp. The instructor, together with the children sitting on the chairs, says the following words:

Here are the frogs along the path

Jumping, legs outstretched,

Kwa-kva-kva, kva-kva-kva,

They jump with their legs outstretched.

Children standing in a circle jump, moving forward, depicting frogs. At the end of the text, the children sitting on the chairs clap their hands - they scare the frogs; frog children jump over the line - in the swamp and squat down. Then the game is repeated.

"Catch a Mosquito" (jumping games)

Children stand in a circle at arm's length, facing the center of the circle. The instructor is in the middle of the circle. In his hands he has a rod 1-1.5 m long, to which a figurine of a mosquito (made of paper or cloth) is tied with a cord. The instructor circles the cord slightly above the heads of the players - the mosquito flies overhead, the children jump up, trying to catch it with both hands. The one who catches the mosquito says: "I caught it."

"The Cat and the Sparrows"(jumping games)

Children stand on benches or cubes (10-12 cm high, lying on the floor on one side of the playground, these are sparrows on the roof. On the other side, away from the children, the cat is sitting, he is sleeping. “Sparrows fly out onto the road,” says the instructor, and the children jump off the benches, cubes, scatter in different directions. The cat wakes up, he stretches, says "meow-meow" and runs to catch the sparrows that are hiding on the roof. The cat takes the caught sparrows to his house.

"Hares" (jumping games)

All children are bunnies. They are located on a hill. They can serve as a slide on the site or in the room. The instructor says:

In a field on a hill

The bunnies are sitting

They warm their paws

They are being moved.

Children make appropriate movements (clap their hands, move their hands). After a while, the instructor and the children say:

The frost has become stronger,

We'll freeze sitting like this.

To warm up quickly

Let's jump more fun.

Children run down the hill, start running, jumping, tapping paw on paw. At the signal of the instructor, they return to the hill.

"Rabbits" (jumping games)

On one side of the room, chairs are arranged in a semicircle, the seats inside the semicircle - these are rabbit cages. On the opposite side is the caretaker's house. In the middle is a lawn on which the rabbits are let out for a walk. Two or three children stand behind the chairs, at the instruction of the instructor they squat down - the rabbits sit in cages. The caretaker walks up to the cages and releases the rabbits into the meadow: the children crawl under the chair one by one, and then jump, moving forward all over the lawn. At the instructor's signal, “Run into the cages! ” return to their seats, again crawling under the chairs.

Recommendations. The instructor must ensure that the children, crawling under the chair, do not touch it with their backs. Instead of chairs, you can use crawling arches or sticks, slats placed on the chair seats.

"Hares and the wolf" (jumping games)

Rabbit children hide behind bushes and trees. To the side behind the bush is a wolf. Hares run out into the clearing, jump, nibble grass, frolic. At the signal of the instructor: “The wolf is coming! - hares run away and hide behind the bushes, under the trees. The wolf is trying to catch up with them.

You can use small text in the game:

Bunnies jump: lope, lope, lope,

To the green meadow.

Grass is pinched, eaten,

Listen carefully

Is the wolf coming?

Children perform the actions described in the poem. With the end of the text, a wolf appears and begins to catch hares.

"Crawl - do not hurt"

Children sit on one side of the room. At a distance of 3-4 m from them, chairs are placed, on their seats - gymnastic sticks or long slats. Two or three children should crawl under the sticks, trying not to hit them, crawl to the bench on which the flags lie, stand up, take the flags and wave them, then run back.

"Run like a mouse, walk like a bear"

(games with crawling and climbing)

Children are located at one wall of the room. The instructor puts two arcs in front of them: the first arc is 50 cm high, behind it at a distance of 2-3 m the second, 30-35 cm high. The instructor calls one child and invites him to go under the first arc on all fours, like a bear, i.e. leaning on the soles of the feet and on the palms. Under the second arc - run like a mouse (on the palms and knees, then return to your place.

"The mother hen and the chicks"(games with crawling and climbing)

Children representing chickens, together with a hen, are behind a rope stretched between chairs at a height of 35-40 cm. This is their home. On the opposite side of the site sits a large bird. The mother hen calls the chickens: "Ko-ko-ko." At her call, the chickens crawl under the rope, run to the hen and walk with her, look for food, squat, bend over, run from place to place. At the signal of the instructor, “The big bird is flying! » The bird catches chickens, and they run away from it and hide in the house.

"Mice in the pantry"(games with crawling and climbing)

Children stand behind chairs (benches) or sit on them on one side of the playground - these are mice in minks. On the opposite side, at a height of 40-50 cm, a rope is stretched, behind it is a pantry. Aside from the players sits an instructor who plays the role of a cat. When the cat falls asleep, the mice make their way into the pantry, crawling under the rope. In the pantry they find treats for themselves, crouch, gnaw crackers, run from place to place to find something tasty. The cat wakes up, meows and runs after the mice. The mice run away from the pantry (crawl under the rope) and hide in holes (the cat does not catch the flies, she only pretends to want to catch them). Not catching anyone, the cat returns to its place and falls asleep. The game continues.

"Toss - Catch"

(throwing and catching games)

One child or several children take the ball and stand in an empty place on the court. Everyone throws the ball directly overhead with both hands and tries to catch it. If the child cannot catch the ball, then picks it up from the floor and throws it up again.

"Catch - ride"

(throwing and catching games)

Opposite the child at a distance of 1.5-2 m from him is an instructor. He throws the ball to the child, who catches it and rolls it back to the instructor.

"Knock down the mace (pin)"

(throwing and catching games)

A line is drawn on the floor or ground or a rope is laid. At a distance of 1-1.5 m from it, two or three large clubs are placed (the distance between them is 15-20 cm). Children take turns approaching the designated place, pick up the balls lying nearby and roll them, trying to knock down the mace. Having rolled three balls, the child collects them and gives them to the next player.

(throwing and catching games)

Children stand on one side of the hall or playground behind a drawn line or a laid rope. Everyone, at the signal of the instructor, throws the balls into the distance. Everyone should notice where his ball fell. At the signal of the instructor, the children run to their balls, stop near them, raise the balls above their heads with both hands. The instructor marks those who threw the ball the farthest. After that, the children return back to the line.

"Get in the circle"

(throwing and catching games)

Children stand in a circle at a distance of two or three steps from a large hoop or circle lying in the center with a diameter of 1-1.5 m. They have sandbags in their hands, at the signal of the instructor they throw them into the circle, at the signal they come up, pick up the bags and return to their places.

"Throw Through the Rope"

(throwing and catching games)

Children sit on chairs along one wall of the hall. At a height of about 1 m from the floor, a rope is pulled. A 3 m long rope with weights at the ends can be hung on the backs of two chairs for adults or on jumping stands. At a distance of 1.5 m, a cord is placed on the floor in front of the rope. One or two balls with a diameter of 12-15 cm lie near him. One or two children approach the cord, take the balls and throw them, run under the rope; having caught up with the balls, they return back.

"Find Your Place"

Each player chooses a house for himself - a place where he can hide. Indoors, it can be a chair, a bench, a cube; on the site you can draw circles. The children are in their places. At the signal of the instructor, they run out onto the site, run easily in different directions. At the signal "Find your place! ' are returning to their seats.

"Find What's Hidden"

(games for orientation in space)

Children stand in a circle or in a line. The instructor puts three to five items on the floor in front of them (cubes, flags, rattles, balls, rings) and offers to remember them. Then, at the signal of the instructor, the players turn their backs to the center of the circle or face the wall. The instructor hides one or two objects and says: “One, two, three! Turn around and look! ". Children turn to face objects and, carefully looking at them, remember which ones are not. The instructor invites the children to find these items in the room. When the items are found, the game is repeated.

"Guess who's screaming where"

(games for orientation in space)

Children stand in a circle with their backs to the center. The instructor stands in a circle. He appoints a leader, who also stands in the middle of the circle. Some of the children are offered to shout, imitating any pet or bird: a cat, a dog, a rooster. The child standing in the center of the circle needs to guess who and where shouted.

"Find Your Color"

(games for orientation in space)

The instructor distributes flags of three or four colors: red, blue, yellow, green. Children with flags of the same color stand in different places in the room, near the flags of certain colors. After the words of the instructor “Go for a walk”, the children disperse around the site in different directions. When the instructor says, "Find your color," the children gather at the flag of the corresponding color.

"At the bear in the forest"

(folk games and fun)

A circle is drawn on one side of the site - this is a bear's den; on the other - the house in which the children live is indicated. The instructor chooses a bear that sits in a den. When the instructor says: “Go, children, for a walk! ”, they leave the house and go to the forest, pick mushrooms, catch butterflies. They say in unison:

At the bear in the forest

Mushrooms, I take berries,

And the bear is sitting

And growls at us.

After the word "growls" the bear starts to catch the children running away home. The one whom the bear touches is considered to be caught: the bear takes him to his lair. Children cannot be caught outside the house line.

After the bear catches several players, the game resumes. Another child is assigned to the role of the bear. The game is repeated 3-4 times.

"Hide and Seek"

(folk games and fun)

The instructor invites several children to hide (behind the gazebo, behind the bushes, and he closes his eyes so as not to see where they are hiding. After a while he asks: “Ready?” The children answer: “Ready!” The instructor goes to look for them. He looks in to different places, pretending that he will not find the children in any way. At the same time, he can say such words: "Where did the children hide? Where are our children? ". Sometimes the kids can not stand it and, satisfied that the instructor cannot find them, they run out from hiding and run up to him.In this case, the instructor happily draws them to him and says: "Here they are, our children!".

"Zhmurki"

(folk games and fun)

The instructor invites the children to disperse around the room. He himself closes his eyes or ties them with a scarf and pretends to try to catch the children: he carefully moves around the room and catches the children where they are not. Children laugh. The instructor asks: “Where are our children? ". Then he removes the bandage, turns towards the children and says: “Here they are, our children! ".

Mobile game "Round dance"

Target: teach children to dance; practice squatting.

Children behind the teacher pronounce the words. Holding hands, they walk in a circle.

Around rose bushes, among herbs and flowers

We are circling, we are circling a round dance, oh, we are a cheerful people!

Before we started spinning, we fell to the ground.

Wow!

When pronouncing the last phrase, squats are performed.

Mobile game "Carousel"

Target: to develop children's balance in movement, the skill of running, to increase emotional tone.

Description. The teacher invites the children to ride on the carousel. He holds a hoop in his hands (being in the middle of the hoop) with multi-colored ribbons tied to it. Children take up ribbons, the teacher moves with a hoop. Children walk and then run in a circle. The teacher says:

Barely, barely, the carousels spun,

And then, and then everything run, run, run!

Hush, hush, don't run, stop the carousel,

One and two, one and two, the game is over!

The children stop.

Mobile game "Sparrows and a car"

Target: teach children to run in different directions without bumping into each other, start moving and change it at the signal of the teacher, find their place.

Description. Children - "sparrows" sit on a bench - "nests". The teacher depicts a "car". After the words of the teacher: “Flew, sparrows, onto the path,” the children rise and run around the playground, waving their arms - “wings”. At the signal of the teacher: “The car is driving, fly, sparrows, to your nests!” - the “car” leaves the “garage”, the “sparrows” fly into the “nests” (sit on the benches). The "car" returns to the "garage".

The mobile game "One, two, three - run!"

Target: to exercise children in the ability to act on a signal; develop speed of running, coherence of collective actions.

Description. Children stand near the teacher and listen to what he says. If the teacher says: “One, two, three, run to the tree,” the children run to the tree and wait for the teacher. If the teacher says: “One, two, three, run to the sandbox,” the children run to the sandbox and wait for the teacher.

Mobile game "Wave, wreath"

Target: teach children to dance; practice running.

Description. Children and the teacher stand near a tree, around which you can form a circle and dance. The teacher says: “You guys are the leaves from which I will weave wreaths. A breeze blew, the leaves scattered ”(children run around the playground). At the signal of the educator: “Wave, wreath! Curl, wreath! Don't get confused!" (children run to the teacher). The teacher helps to form a circle. Together with the teacher, the children dance around the tree, saying rhyming lines:

Let's go out, let's go for a walk, take a walk in the garden,

We will collect leaves, make a wreath.

We will pick up a lot of leaves, yellow and red,

And we will weave wreaths from different leaves.

Mobile game "Shark and fish"

Target: development of children's ability to run in a certain direction; navigate in space.

Children - "fish" "swim". At the signal of the teacher: "Shark" - the children hide, "swim away" into the shelter (rope house).

The mobile game "White Bunny is sitting"

Target: teach children to listen to the text and perform movements with the text; teach them to jump, clap their hands, run away after hearing the last words of the text; bring joy to children.

Description. Children - "bunnies" are sitting on a bench. The teacher suggests that the “bunnies” run out to the middle of the site (“clearing”). Children go to the middle of the playground, stand near the teacher and squat down. The teacher says the text:

Little white bunny sitsChildren move their hands

And wiggles his ears. hands, raising them to the head,

Like this, like this mimicking rabbit ears.

He moves his ears.

It's cold for a bunny to sitThey clap their hands.

Gotta warm up the paws

Clap, clap, clap, clap,

You need to warm up your paws.

It's cold for a bunny to standbouncing on both

Bunny needs to jump. legs in place.

Jump-jump, jump-jump,

Bunny needs to jump.

(Toy name) scared the bunny Specifically, it is stated

Who scared the bunny

Bunny jumped and galloped away.(teacher shows

toy).

The children run to their seats.

Instructions for carrying out.The game can be played with any number of children. It is imperative that before the start of the game it is necessary to prepare the places where the children will run away - “bunnies”. At first, you can not single out the driver, all children simultaneously perform movements in accordance with the text. After repeated repetition of the game, you can select the child for the role of "bunny" and put him in the middle of the circle. Having finished reading the text, one should not quickly run after the children, one should give them the opportunity to find a place for themselves. It is not necessary to demand from children that they must sit down in their place; everyone takes a free place on the bench. With the systematic conduct of the game, children remember their places well and quickly find them.

Mobile game "My cheerful sonorous ball"

Target: teach children to jump on two legs, listen carefully to the text and run away only when the last words are spoken.

Description. Children stand on one side of the playground, next to them is a teacher with a ball in his hands. He shows how easily and high the ball bounces if it is beaten off with the hand, accompanying the actions with the words:

My cheerful ringing ball

Where did you jump off to?

Red, yellow, blue,

Don't chase after you.

Then the teacher invites the children to jump, while hitting the ball on the ground. After reading the poem again, he says: “Now I’ll catch up!” Children stop jumping and run away. The teacher pretends to catch them. The teacher, without using the ball, invites the children to perform jumps, while he himself raises and lowers his hand above the heads of the children, as if hitting the balls.

Mobile game "It's snowing"

Target: to teach to correlate their own actions with the actions of the participants in the game; exercise children in running, making turns around themselves.

The teacher reads the poem:

White fluffy snow is spinning in the air,

And quietly falls to the ground, lies down.

Children run around in circles.

Mobile game "Sun and rain"

Target: to teach children to walk and run in all directions, without bumping into each other, to teach them to act on the signal of the teacher.

Description. Children squat down behind the line indicated by the teacher. The teacher says: “The sun is in the sky! You can go for a walk." Children run around the playground. To the signal: “Rain! Hurry home!” - run for the designated line and squat down. The teacher says again: “Sunny! Go for a walk" and the game is repeated.

Mobile game "Airplanes"

Target: teach children to run in different directions without bumping into each other; teach them to listen carefully to the signal and start moving on the verbal signal.

Description. The teacher invites the children to prepare for the “flight”, having previously shown how to “start” the engine and how to “fly”. The teacher says: “Get ready for the flight. Start the engines!" - children make rotational movements with their hands in front of the chest and pronounce the sound: “Rrr”. After the teacher's signal: "Let's fly!" - children spread their arms to the sides (like the wings of an airplane) and “fly” - scatter in different directions. At the signal of the educator: "To land!" - The children sit on the bench.

Mobile game "Bubble"

Target: to teach children to become in a circle, to make it wider, then narrower, to teach them to coordinate their movements with the spoken words.

Description. Children, together with the teacher, hold hands and form a small circle, standing close to each other. The teacher says:

Inflate, bubble, inflate, big,

Stay like this and don't break.

The players step back and hold hands until the teacher says: “The bubble has burst!”, Then they lower their hands and squat down, while saying: “Clap!” You can also invite the children after the words: “Bubble burst” to move to the center of the circle, still holding hands and pronouncing the sound: “Shhh” (air comes out). Then the children “inflate” the bubble again - they step back, forming a large circle.

Mobile game "Snowflakes and wind"

Target: development of children's imagination, attentiveness, ability to play in a team; exercise in running, making turns around yourself, in squats.

The teacher says the words:

Now I'll take a look:

Who knows how to have fun

Who is not afraid of frost.

The teacher - "wind" imitates the blow of the wind, and the children - "snowflakes" move around the site, depicting the flight of snowflakes. Children hide (sit down) when the teacher stops blowing.

Mobile game "Train"

Target: teach children to walk and run in a column one by one, speed up and slow down movement, make stops on a signal; to teach children to find their place in the column, not to push comrades, to be attentive.

Description. Children stand in a column one at a time (not holding each other). The first is a “locomotive”, the rest are “cars”. The teacher gives a whistle, and the “train” begins to move forward slowly at first, then faster, faster, and finally, the children start running. After the words of the educator “The train is approaching the station”, the children gradually slow down the movement - the train stops. The teacher invites everyone to go out, take a walk, pick flowers, berries in an imaginary clearing. On a signal, the children again gather in a column - and the train begins to move.

Mobile game "Sparrows and a cat"

Target: to teach children to jump gently, bending their knees, to run without hitting each other, to dodge a catcher, to run away quickly, to find their place, to teach children to be careful when taking a place, not to push their comrades.

Description. Children - "sparrows" sit in their "nests" (in circles marked on the ground, or drawn on the asphalt) on one side of the site. On the other side of the site - "cat". As soon as the “cat” dozes off, the “sparrows” “fly out” onto the road, “fly” from place to place, looking for crumbs, grains (children squat, tap their knees with their fingers, as if pecking). But here the “cat” “wakes up”, “meows” and runs after the “sparrows”, which “fly away” to their “nests”. First, the role of the "cat" is played by the teacher, and then one of the children.

Mobile game "Hares and the wolf"

Target: teach children to listen carefully to the teacher, perform jumps and other actions in accordance with the text; learn to navigate in space, find your place.

Description. Children - "hares" hide behind bushes and trees. Away, behind a bush, is a "wolf". "Hares" run out into the clearing, jump, nibble grass, frolic. At the signal of the teacher: “The wolf is coming!” - "hares" run away and hide behind bushes, trees. "Wolf" is trying to catch up with them. In the game, you can use a poetic text:

Bunnies jump: lope, lope, lope -

To the green meadow.

Grass is pinched, eaten,

Listen carefully

Is the wolf coming?

Children follow the text. With the end of the text, a "wolf" appears and begins to catch "hares". At first, the role of the “wolf” is performed by the educator.

Mobile game "Shaggy dog"

Target : teach children to move in accordance with the text, quickly change direction, run, trying not to get caught by the catcher and not pushing.

Description. Children stand on one side of the playground. One child, located on the opposite side, depicts a "dog". The children quietly approach him, and the teacher at this time says:

Here lies the shaggy dog,

Burying your nose in your paws,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see: "Something will happen?"

Children are approaching the "dog". As soon as the teacher finishes reading the poem, the “dog” jumps up and “barks” loudly. The children scatter, the "dog" tries to catch someone. When all the children hide, the "dog" returns to its place.

Mobile game "Catch me"

Target:

Description. The children are sitting on the bench. The teacher invites them to catch up with him and runs in the opposite direction from the children. Children run after the teacher, trying to catch him. When they run up to him, the teacher stops and says: “Run away, run away, I’ll catch up!” The children run back to their seats.

Instructions for carrying out.The teacher should not run away from the children too quickly: they are interested in catching him. You should also not run too fast after the children, as they may fall. At first, the run is carried out in only one direction. When the children run up to the teacher, it should be noted that they know how to run fast. When the game is repeated, the teacher can change direction, running away from the children.

Mobile game "Frost Red Nose"

Target: development of the ability to perform characteristic movements; get kids to run.

The teacher stands in front of the children at a distance of 5 meters and says the words:

I am Frost Red Nose. The beard is all overgrown.

I'm looking for animals in the forest. Come out quickly!

Come out, bunnies! Girls and boys!

(Children go towards the teacher.)

Freeze! Freeze!

The teacher is trying to catch the guys - “bunnies”. The children run away.

Mobile game "Chickens in the garden"

Target: develop coordination of movements, speed of reaction; exercise in running, squatting and crawling.

Description. In the middle of the site they limit a small area - a "garden". Not far from him, on one side of the platform, they put a chair - this is the “house” of the watchman, on the other hand, at the level of the chest of the child, a rail is strengthened on the racks or a tape is pulled - the “house” for chickens. The role of the "watchman" is first performed by the educator, and then by more active children. The rest are chickens. At the signal of the educator: “Go, chickens, for a walk” - children - “hens” crawl under the “fence” (rail), make their way into the “garden”, run, “look for” food, “cackle”. The "watchman" notices the "hens" and drives them out of the "garden" - claps his hands, saying: "Shoo, shoo!" Children - "hens" run away, crawl under the rail and hide in the "house". The "watchman" goes around the "garden" and sits down again. The game is repeated. If the game is played for the first time, then the area of ​​\u200b\u200bthe "garden" is not indicated. Children run around using the entire playground.

Mobile game "Birds in nests"

Target: to teach children to walk and run in all directions, without bumping into each other; teach them to act quickly on the signal of the educator, to help each other.

Description. On one side of the playground, hoops (“nests”) are freely laid out according to the number of children. Each child (“bird”) stands in its own “nest”. At the signal of the teacher, the children - "birds" run out of the hoops - "nests" - and scatter all over the site. The teacher imitates the feeding of “birds” either at one or the other end of the playground: the children squat down, hitting their knees with their fingertips - they “peck” the food. "The birds flew into the nests!" - the teacher says, the children run to the hoops and stand in any free hoop. The game is repeated. When the game is mastered by children, new rules can be introduced: lay out 3-4 large hoops - "several birds live in the nest." At the signal: “The birds flew into the nests” - the children run, 2-3 children stand in each hoop. The teacher makes sure that they do not push, but help each other to stand in a hoop, use the entire area allocated for the game.

Mobile game "On a flat path"

Target: to develop coordination in the movement of arms and legs in children; teach to walk freely in a column one at a time; develop a sense of balance, orientation in space.

Description. Children, freely grouped, go along with the teacher. The teacher pronounces the following text at a certain pace, the children perform movements according to the text:

On a flat path Go step by step.

On a flat path

Our feet are walking

One - two, one - two.

By pebbles, by pebblesJump on two legs

Moving forward.

Stones, stones...

In the hole - boom! To squat.

Climb.

The poem is repeated again. After several repetitions, the teacher says another text:

On a flat path, on a flat path

Our legs are tired, our legs are tired

This is our home, this is where we live.

At the end of the text, the children run to the "house" - a predetermined place behind a bush, under a tree, etc.

Mobile game "Shepherd and flock"

Target: to consolidate in children the ability to play according to the rules of the game, exercise in walking and running.

Description. Children depict a "herd" (cows, calves, sheep). They choose a "shepherd", give him a pipe and a "whip" (jump rope). The teacher pronounces the words, the children perform movements in the text:

Early - early in the morning

Shepherd: "Tu-ru-ru-ru",

("The Shepherd" plays the pipe.)

And the cows are in harmony with him

Tightened: "Moo-mu-mu."

Children - "cows" moo. Then the "shepherd" drives the "herd" into the field (to the agreed lawn), everyone walks along it. After a while, the "shepherd" snaps his whip (jump rope), drives the "herd" home. The game is repeated.

Mobile game "Horses"

Target: to teach children to move together one after another, to coordinate movements, not to push the one running in front, even if he is not moving very fast.

Description. Children are divided into two groups: some depict "horses", others - "grooms". Each "groom" has "reins" - jump ropes. At the signal of the teacher, the “grooms” catch the “horses”, “harness” them (put on the “reins”). At the direction of the teacher, children can ride (run in pairs) quietly, trot or gallop. After some time, the “horses” are unharnessed and released into the meadow, the “grooms” sit down to rest. After 2-3 repetitions of the game, the children change roles. In the game, children alternate movements: run, jump, walk, etc. You can offer different plots of trips: to the races, for hay, to the forest for firewood. If the "groom" cannot "catch" any of the "horses" for a long time, other "grooms" help him.

The mobile game "Hen - Corydalis"

Target: exercise children to quickly respond to the signal of the teacher; exercise children in walking.

The teacher depicts a "chicken", the children - "chickens". One child (older) - "cat". "Cat" sits on a chair on the sidelines. "Chicken" and "chickens" walk around the site. The teacher says:

A hen came out - a Corydalis, with her yellow chickens,

The chicken cackles: "Ko-ko, do not go far."

Approaching the “cat”, the teacher says:

On a bench by the path, a cat lay down and dozes ...

The cat opens its eyes and catches up with the chickens.

The "cat" opens its eyes, meows and runs after the "chickens", which run away to a certain corner of the site - the "house" - to the mother chicken. The teacher (“chicken”) protects the “chickens”, spreading his arms to the sides, and at the same time says: “Go away, cat, I won’t give you chickens!” When the game is repeated, the role of the “cat” is entrusted to another child.

Mobile game "Find your color"

Target: to teach children to act quickly on a signal, to navigate in space; develop dexterity.

Description. On different sides of the site, the teacher puts hoops (made of cardboard) and puts one pin of a different color in them. One group of children stands around the red pins, the other - yellow, the third - blue. At the signal of the teacher: "For a walk!" - children disperse or scatter throughout the site in different directions. On the second signal: "Find your color!" - the children run to their places, trying to find the skittle of their color. The game is on repeat.

Mobile game "Hatchling and chickens"

Target: to teach children to crawl under the rope without touching it, to dodge the driver, to be careful and attentive; to teach them to act on a signal, not to push other children, to help them.

Children depicting chickens, together with the teacher - the "hen" - are behind a rope stretched between chairs at a height of 35-40 cm - the "house". On the opposite side of the site sits a large "bird". The “hen” leaves the “house” and goes in search of food, she calls the “chickens”: “Ko-ko-ko-ko”. At her call, “chickens” crawl under the rope, run to the “hen” and walk with her, looking for food. On a signal: "Big bird!" - "chickens" quickly run into the house. The role of the “brood hen” is initially performed by the educator, and then this role can be given to children, first at their request, and then at the direction of the educator. When the “chickens” return to the “house”, running away from the big “bird”, the teacher can raise the rope higher so that the children do not touch it.

Mobile game "Mice in the pantry"

Target: to develop in children the ability to perform movements on a signal; exercise children in crawling, running and squatting.

Children - "mice" are on one side of the site. On the opposite side, a rope is stretched at a height of 50 cm from ground level - this is a "pantry". To the side of the players is a “cat” (her role is played by the teacher). The "cat" falls asleep, and the "mice" slowly run into the "pantry". Penetrating into the "pantry", they bend down so as not to touch the rope. There they sit down and seem to “nibble” crackers. The "cat" wakes up, meows and runs after the "mice". They quickly run into their burrows. The game is restarted. In the future, as the rules of the game are mastered, the role of the “cat” can be played by one of the children.

Mobile game "Taxi"

Target: to teach children to move together, to measure movements with each other, to change the direction of movements, to be attentive to partners in the game.

Children stand inside a small hoop, hold it in their hands down: one on one side, the other behind the other. The first child is the "driver" of the taxi, the second is the "passenger". Children run around the playground (path). After a while they switch roles. 2-3 pairs of children can play at the same time, and if the area allows, then more. When children learn to run in one direction, the teacher can give the task to move in different directions, make stops. You can mark the stopping place with a flag or a taxi rank sign. At the bus stop, the “passengers” change, one gets out of the taxi, the other sits down.

Mobile game "Mice and a cat"

Target: to teach children to run easily, on toes, without bumping into each other; navigate in space, change movements at the signal of the educator.

Children sit on benches - these are “mice in minks”. On the opposite side of the site sits a "cat", whose role is played by the teacher. The "cat" falls asleep (closes his eyes), and the "mice" scatter around the site. But then the “cat” wakes up, stretches, meows and starts catching “mice”. "Mice" quickly run away and hide in "minks" (take their places). Caught "mice" "cat" leads to itself. When the rest of the "mice" hide in the "minks", the "cat" once again passes through the area, then returns to its place and falls asleep. "Mice" can run out of the "minks" when the "cat" closes its eyes and falls asleep, and return to the "minks" when the "cat" wakes up and meows. The teacher makes sure that all the "mice" run out and scatter as far as possible from the "minks". "Minks", in addition to benches, can serve as arcs for crawling, and then the children - "mice" - crawl out of their "minks".

Mobile game "Birds fly"

Target: to teach children to jump from low objects, to run in all directions, to act only on a signal; teach kids to help each other.

Children stand on a small elevation - a board, cubes, bars (height 5-10 cm) - on one side of the site. The teacher says: “The sun is shining outside, all the birds fly out of their nests, looking for grains, crumbs.” Children jump from elevations, “fly” (run around, waving their arms - “wings”), squat, “peck” grains (knock their fingers on the ground). With the words of the teacher: “The rain has gone! All the birds hid in their nests! The children run to their places. Before the game, the teacher must prepare low benches or such a number of cubes, bars, so that everyone who wants to play is enough. They should be placed on one side of the playground at a sufficient distance from each other so that the children do not push and can freely take their places. You need to show the children how to gently jump off, help them climb to the dais after running. When repeating the game, the signal can be given in one word: "Sun!" or "Rain!" Children need to know what to do at what signal.

Mobile game "Horsemen"

Target: to teach children to run without bumping into each other, to speed up or slow down movements, to navigate in space.

A group of children (5-6 people) stand at one edge of the playground. The teacher gives each a stick 50-60 cm long. Children sit on a stick and jump to the opposite side of the site, depicting "horsemen", trying not to bump into each other and not to touch objects, equipment located on the site. During the game, the teacher can offer the “horsemen” to go fast and slowly, as well as in different directions. When children learn to run fast, you can arrange competitions. A task is proposed: who will most likely ride a horse to a certain place on the site or track.

Mobile game "Tram"

Target: to teach children to move in pairs, coordinating their movements with the movements of other players; teach them to recognize colors and change their movement in accordance with them.

3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, that is, some children hold on to the cord with their right hand, others with their left. These are trams. The teacher stands in one of the corners of the site, holding three flags in his hands: yellow, green, red. He explains to the children that the “tram” moves to a green signal, slows down to a yellow one, and stops to a red one. The teacher raises the green flag - and the "tram" goes: the children run along the edges of the site. If the teacher raises a yellow or red flag, the "tram" slows down and stops. If there are many children in the group, you can make 2 trams. The plot of the game can be more detailed: during stops, some "passengers" get off the "tram", while others enter, while lifting the cord. The teacher introduces the children to the rules of the road. He makes sure that all the players are attentive, do not miss stops, follow the change of flags and change the movement.

Mobile game "At the bear in the forest"

Target: the development in children of the speed of reaction to a verbal signal, the development of attention; get kids to run.

Of all the participants in the game, one driver is chosen, who is designated the "bear". Two circles are drawn on the playing field. The first circle is the "bear's" lair, the second is the house for all other participants in the game. The game begins, and the children leave the house with the words:

At the bear in the forest

Mushrooms, I take berries.

The bear doesn't sleep

And growls at us.

After the children say these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the “bear” catches him, then he himself becomes a “bear”.

Mobile game "Crows and a dog"

Target: to teach children to imitate the movements and sounds of birds, to move without interfering with each other.

A “dog” is chosen, the rest of the children are “crows”.

Near the green Christmas tree The kids are jumping

Crows jump, croak: “Kar! Kar! Kar! portraying

Raven.

Here comes the dog Children run away from

And the raven dispersed everyone: “Aw! Aw! Aw!""dogs".

The game is repeated 2-3 times.

Mobile game "Geese - geese"

Target: development in children of coordination of movements, speed of reaction, ability to play in a team.

Children stand at one wall of the room. Driver (adult) in the middle.

The host says: "Geese, geese."
Children: "Ha, ha, ha."
Host: "Do you want to eat?"
Children: "Yes, yes, yes."
Leading: “Well, fly - if you want, just take care of the wings».


The children run to the opposite wall (their house is there), and the leader must have time to knock down as many children as possible.



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